
[[],[{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"5 ft.","target":"","effect":"Burst of fire extending 5 ft. from you","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you.\nAll creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).\nMaterial Component: A bit of sulfur.","short_description":"Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of yo...","material_components":"0","name":"Fireburst","level":"Sorcerer 2 \/ Wizard 2 \/ Warmage 2","full_text":"<div><p><h5>Fireburst<\/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 \/ Warmage 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>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Burst of fire extending 5 ft. from you<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>Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you.<br \/>All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).<br \/>Material Component: A bit of sulfur.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"Burst of fire extending 10 ft. from you","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.","short_description":"This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals...","material_components":"0","name":"Fireburst, Greater","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5","full_text":"<div><p><h5>Fireburst, 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>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><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Burst of fire extending 10 ft. from you<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"A whip of force","area":"","duration":"1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"No","description":"This spell creates a whip of magical force that you wield as if you had proficiency with it.\nSimply cracking a force whip keeps normal animals (but not magical beasts or vermin) at bay unless they succeed on a Will save.\nAffected animals stay at least 30 feet away from you for the duration of the spell, as space permits.\nOn a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened.\nAgainst other creature types, you can use a force whip in combat as if it were a normal whip.\nMaterial Component: A small silk whip.","short_description":"This spell creates a whip of magical force that you wield as if you had proficiency with it.","material_components":"0","name":"Force Whip","level":"Bard 2 \/ Wu Jen 2","full_text":"<div><p><h5>Force Whip<\/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 \/ 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>Effect:<\/b><br\/><\/td><td>A whip 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; 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 creates a whip of magical force that you wield as if you had proficiency with it.<br \/>Simply cracking a force whip keeps normal animals (but not magical beasts or vermin) at bay unless they succeed on a Will save.<br \/>Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits.<br \/>On a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened.<br \/>Against other creature types, you can use a force whip in combat as if it were a normal whip.<br \/>Material Component: A small silk whip.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous; see text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"When you cast this spell, you spit forth a cloud of icy crystals that extends outward in a cone.\nCreatures in the area are covered with a thin layer of ice that deals 1d6 points of damage per two caster levels (maximum 10d6).\nIn addition, creatures are affected by a temporary frostbite condition, making them fatigued for 1 minute.\nA successful Fortitude save negates both the damage and the frostbite effect.\nMaterial Component: A mouthful of water.","short_description":"When you cast this spell, you spit forth a cloud of icy crystals that extends outward in a cone.","material_components":"0","name":"Ice Blast","level":"Wu Jen 2","full_text":"<div><p><h5>Ice Blast<\/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 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>30 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>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, you spit forth a cloud of icy crystals that extends outward in a cone.<br \/>Creatures in the area are covered with a thin layer of ice that deals 1d6 points of damage per two caster levels (maximum 10d6).<br \/>In addition, creatures are affected by a temporary frostbite condition, making them fatigued for 1 minute.<br \/>A successful Fortitude save negates both the damage and the frostbite effect.<br \/>Material Component: A mouthful of water.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to 1 HD\/level of creatures, no two of which can be more than 20 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within.\nTargets that fail a Fortitude save die instantly.\nThose who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.\nFocus: An iron brazier filled with red-hot charcoal.","short_description":"This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst ...","material_components":"0","name":"Internal Fire","level":"Wu Jen 9","full_text":"<div><p><h5>Internal 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>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 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>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<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 deadly raging heat in the internal organs of the targets, causing them to burst into flame from within.<br \/>Targets that fail a Fortitude save die instantly.<br \/>Those who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.<br \/>Focus: An iron brazier filled with red-hot charcoal.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"","target":"Willing creature touched; see text","effect":"Swordlike blade; see text","area":"","duration":"1 minute or until discharged","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch.\nA lightning blade is the size of a normal longsword but virtually weightless, and it is treated as a martial weapon for the purpose of determining whether the wielder is proficient with it.\nThe wielder can use the blade to deal electricity damage with a melee touch attack, or to fire a 30-foot line of lightning as a ranged touch attack.\nDuring the spell's duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6).\nFor each attack roll, the blade's wielder decides how many dice of damage the blade will deal on a successful hit, up to the maximum damage potential remaining in the spell.\nOn a successful attack, the blade deals the specified damage to the target.\nIf the attack misses, the damage is lost.\nThe wielder's Strength modifier does not apply to any damage done with a lightning blade.\nThe spell does not function underwater.","short_description":"When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the wil...","material_components":"0","name":"Lightning Blade","level":"Wu Jen 2","full_text":"<div><p><h5>Lightning Blade<\/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 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>Effect:<\/b><br\/><\/td><td>Swordlike blade; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute 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<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch.<br \/>A lightning blade is the size of a normal longsword but virtually weightless, and it is treated as a martial weapon for the purpose of determining whether the wielder is proficient with it.<br \/>The wielder can use the blade to deal electricity damage with a melee touch attack, or to fire a 30-foot line of lightning as a ranged touch attack.<br \/>During the spell&#39;s duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6).<br \/>For each attack roll, the blade&#39;s wielder decides how many dice of damage the blade will deal on a successful hit, up to the maximum damage potential remaining in the spell.<br \/>On a successful attack, the blade deals the specified damage to the target.<br \/>If the attack misses, the damage is lost.<br \/>The wielder&#39;s Strength modifier does not apply to any damage done with a lightning blade.<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 5-ft. cube of ice or 10-ft. cube of snow\/level, or one cold creature\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None or Fortitude half; see text","spell_resistance":"See text","description":"This spell allows you to melt ice and snow, or to deal damage to cold creatures.\nThe spell melts normal ice and snow automatically (no saving throw or spell resistance allowed); melted ice creates an equivalent volume of water that flows and spreads according to its location.\nMelted snow creates a volume of water equal to one-tenth its original volume (so that a 10th-level wu jen melting ten 10-foot cubes of snow would create a single 10-foot-cube volume of water in its place).\nIn both cases, depending on the local temperature, melted ice or snow might begin to freeze again once the water stops flowing, possibly creating a movement hazard.\nAgainst cold creatures, the spell deals 2 points of damage per caster level (maximum 10 points), or half damage on a successful Fortitude save.\nAgainst magically created ice or snow (like that generated by wall of ice), the spell deals the same damage (possibly smashing or breaching the ice) but does not melt it.\nCold creatures apply spell resistance, if any.\nMaterial Component: A few crystals of rock salt and a pinch of soot.","short_description":"This spell allows you to melt ice and snow, or to deal damage to cold creatures.","material_components":"0","name":"Melt","level":"Wu Jen 1","full_text":"<div><p><h5>Melt<\/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, 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>None or Fortitude half; 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>This spell allows you to melt ice and snow, or to deal damage to cold creatures.<br \/>The spell melts normal ice and snow automatically (no saving throw or spell resistance allowed); melted ice creates an equivalent volume of water that flows and spreads according to its location.<br \/>Melted snow creates a volume of water equal to one-tenth its original volume (so that a 10th-level wu jen melting ten 10-foot cubes of snow would create a single 10-foot-cube volume of water in its place).<br \/>In both cases, depending on the local temperature, melted ice or snow might begin to freeze again once the water stops flowing, possibly creating a movement hazard.<br \/>Against cold creatures, the spell deals 2 points of damage per caster level (maximum 10 points), or half damage on a successful Fortitude save.<br \/>Against magically created ice or snow (like that generated by wall of ice), the spell deals the same damage (possibly smashing or breaching the ice) but does not melt it.<br \/>Cold creatures apply spell resistance, if any.<br \/>Material Component: A few crystals of rock salt and a pinch of soot.<\/p><\/p>Reference: Complete Arcane<\/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":"See text","spell_resistance":"Yes","description":"A single beam of brilliantly colored light shoots from your outstretched hand. On a successful ranged touch attack, creatures with 6 Hit Dice or fewer are blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect (see the accompanying table).\n\nh4. PRISMATIC RAY\n\n|_. 1d6 |_. Color of Beam |_. Effect |\n| 1 | Red | 20 points fire damage (Reflex half) |\n| 2 | Orange | 40 points acid damage (Reflex half) |\n| 3 | Yellow | 80 points electricity damage (Reflex half) |\n| 4 | Green | Poison (Kills; Fortitude partial, take 1d6 Con damage instead) |\n| 5 | Blue | Turned to stone (Fortitude negates) |\n| 6 | Indigo | Insane, as _insanity_:spells\/players-handbook-v35--6\/insanity--2561\/ spell (Will negates) |","short_description":"A single beam of brilliantly colored light shoots from your outstretched hand.","material_components":"0","name":"Prismatic Ray","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5","full_text":"<div><p><h5>Prismatic Ray<\/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<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>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 single beam of brilliantly colored light shoots from your outstretched hand. On a successful ranged touch attack, creatures with 6 Hit Dice or fewer are blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect (see the accompanying table).<\/p>\n\n\t<h4><span class=caps>PRISMATIC<\/span> <span class=caps>RAY<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>1d6 <\/th>\n\t\t\t<th>Color of Beam <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> 20 points fire damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Orange <\/td>\n\t\t\t<td> 40 points acid damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Yellow <\/td>\n\t\t\t<td> 80 points electricity damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> Poison (Kills; Fortitude partial, take 1d6 Con damage instead) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> Turned to stone (Fortitude negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Indigo <\/td>\n\t\t\t<td> Insane, as <a href=\/spells\/players-handbook-v35--6\/insanity--2561\/><em>insanity<\/em><\/a> spell (Will negates) <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Complete Arcane 118<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft. line","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area.\nIn addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers.\nIf the bolt destroys a barrier, it can continue beyond it if its range permits; otherwise, it stops.","short_description":"You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of sonic damage...","material_components":"0","name":"Resonating Bolt","level":"Bard 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Resonating Bolt<\/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 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>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>You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area.<br \/>In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers.<br \/>If the bolt destroys a barrier, it can continue beyond it if its range permits; otherwise, it stops.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"30 ft.","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist.\nCreatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6).\nThe steam clouds dissipate instantly after the damage is dealt.\nMaterial Component: A glowing piece of charcoal doused with water.","short_description":"You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist.","material_components":"0","name":"Steam Breath","level":"Wu Jen 3","full_text":"<div><p><h5>Steam 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 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>30 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>You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist.<br \/>Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6).<br \/>The steam clouds dissipate instantly after the damage is dealt.<br \/>Material Component: A glowing piece of charcoal doused with water.<\/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":"Pale green blade of force","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.\nThough it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures).\nA sword of deception always strikes from your direction, and so it can't be used to flank along with your regular attack, but it could flank along with your allies.\nThe blade attacks with a base attack bonus equal to your caster level, dealing 1d4 points of damage per hit and threatening a critical hit on a roll of 19-20.\nIn addition, each successful hit provides a -1 penalty on the target's next saving throw roll (-2 on a successful critical hit).\nThis penalty is cumulative (to a maximum of -5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell.\nEach round, a sword of deception continues to attack the previous round's target unless you use a standard action to switch it to a new target within range.\nOn any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast).\nThe weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits.\nA sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell).\nIf an attacked creature has spell resistance, make a caster level check the first time the sword attacks.\nIf successful, the sword can attack that creature with normal effect for the duration of the spell.\nIf not, the sword of deception is dispelled.\nIf it goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.\nFocus: A miniature replica of a sword and a set of loaded dice.","short_description":"You cause a blade of pale green force to appear and strike the opponent you designate, starting with ...","material_components":"0","name":"Sword of Deception","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":"<div><p><h5>Sword of Deception<\/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 \/ Wu Jen 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 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>Pale green blade of force<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.<br \/>Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures).<br \/>A sword of deception always strikes from your direction, and so it can&#39;t be used to flank along with your regular attack, but it could flank along with your allies.<br \/>The blade attacks with a base attack bonus equal to your caster level, dealing 1d4 points of damage per hit and threatening a critical hit on a roll of 19-20.<br \/>In addition, each successful hit provides a -1 penalty on the target&#39;s next saving throw roll (-2 on a successful critical hit).<br \/>This penalty is cumulative (to a maximum of -5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell.<br \/>Each round, a sword of deception continues to attack the previous round&#39;s target unless you use a standard action to switch it to a new target within range.<br \/>On any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast).<br \/>The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits.<br \/>A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell).<br \/>If an attacked creature has spell resistance, make a caster level check the first time the sword attacks.<br \/>If successful, the sword can attack that creature with normal effect for the duration of the spell.<br \/>If not, the sword of deception is dispelled.<br \/>If it goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.<br \/>Focus: A miniature replica of a sword and a set of loaded dice.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes the subject's face to take on a horrible and terrifying appearance.\nYou can create nearly any combination of hideous features--blue skin, parrot face, elephantine nose, rotting tusks, or worse--but you cannot duplicate the appearance of any specific creature or person.\nAny creature (excluding you and your allies) that views the recipient and fails its save becomes shaken.\nMaterial Component: A miniature palette dotted with paints of assorted colors.","short_description":"This spell causes the subject's face to take on a horrible and terrifying appearance.","material_components":"0","name":"Apparition","level":"Wu Jen 2","full_text":"<div><p><h5>Apparition<\/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>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 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<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 the subject&#39;s face to take on a horrible and terrifying appearance.<br \/>You can create nearly any combination of hideous features&#8212;blue skin, parrot face, elephantine nose, rotting tusks, or worse&#8212;but you cannot duplicate the appearance of any specific creature or person.<br \/>Any creature (excluding you and your allies) that views the recipient and fails its save becomes shaken.<br \/>Material Component: A miniature palette dotted with paints of assorted colors.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell alters the coloration of the recipient's body and clothing so as to blend in with the surrounding background, granting the creature a +10 circumstance bonus on any Hide checks.\nIn areas where the background changes gradually (such as stepping from forest to green field), the coloration shifts quickly enough to grant the bonus while moving at up to one-half normal speed.\nWhen the background changes abruptly (from forest to stone wall, for example), the creature loses the\ncircumstance bonus for 1 round while the coloration change takes effect.\nMaterial Component: The shed skin of a small lizard.","short_description":"This spell alters the coloration of the recipient's body and clothing so as to blend in with the surr...","material_components":"0","name":"Chameleon","level":"Druid 2 \/ Wu Jen 2","full_text":"<div><p><h5>Chameleon<\/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>Druid 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 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>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 alters the coloration of the recipient&#39;s body and clothing so as to blend in with the surrounding background, granting the creature a +10 circumstance bonus on any Hide checks.<br \/>In areas where the background changes gradually (such as stepping from forest to green field), the coloration shifts quickly enough to grant the bonus while moving at up to one-half normal speed.<br \/>When the background changes abruptly (from forest to stone wall, for example), the creature loses the<br \/>circumstance bonus for 1 round while the coloration change takes effect.<br \/>Material Component: The shed skin of a small lizard.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft. cube\/level","duration":"Concentration + 1 round\/level","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"You create an illusory pit, and each creature entering or within the area is forced to make a Will save or believe the floor on which it stands has become a bottomless chasm.\nOn a successful save, creatures suffer a mild case of vertigo and are stunned for 1 round, but those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall.\nAn attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round.\nLikewise, when the spell ends, creatures that believed they were falling are stunned for 1 round.\nFlying creatures passing over an illusory pit that succeed on a Will save are unaffected by the spell, but those that fail are stunned for 1 round.","short_description":"You create an illusory pit, and each creature entering or within the area is forced to make a Will sa...","material_components":"0","name":"Illusory Pit","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Illusory Pit<\/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 (Figment)<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 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>Concentration + 1 round\/level<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 create an illusory pit, and each creature entering or within the area is forced to make a Will save or believe the floor on which it stands has become a bottomless chasm.<br \/>On a successful save, creatures suffer a mild case of vertigo and are stunned for 1 round, but those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall.<br \/>An attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round.<br \/>Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round.<br \/>Flying creatures passing over an illusory pit that succeed on a Will save are unaffected by the spell, but those that fail are stunned for 1 round.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will disbelief (if interacted with), then Fortitude half; see text","spell_resistance":"Yes","description":"You create phantasmal images of nightmare creatures in the target's mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that  the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 4 points of Wisdom damage and 4 points of Dexterity damage (2 points each on a successful Fortitude save). If the subject of a _phantasmal assailant_ succeeds in disbelieving and is wearing a _helm of telepathy_, the spell  can be turned back upon you with the same effect.","short_description":"You create phantasmal images of nightmare creatures in the target's mind, visible only as shadowy sha...","material_components":"0","name":"Phantasmal Assailants","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Phantasmal Assailants<\/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 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>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with), then Fortitude 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 phantasmal images of nightmare creatures in the target&#39;s mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that  the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 4 points of Wisdom damage and 4 points of Dexterity damage (2 points each on a successful Fortitude save). If the subject of a <em>phantasmal assailant<\/em> succeeds in disbelieving and is wearing a <em>helm of telepathy<\/em>, the spell  can be turned back upon you with the same effect.<\/p><\/p>Reference: Complete Arcane 117<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius burst","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point.\nCreatures in the area that fail a Will save are dazed for 1 round and are subsequently entangled.\nBreaking free of the shadow binding requires a DC 20 Strength check or Escape Artist check, taken as a full-round action.\nMaterial Component: A few links of iron chain.","short_description":"You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point....","material_components":"0","name":"Shadow Binding","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Shadow 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>Illusion (Shadow)<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>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 cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point.<br \/>Creatures in the area that fail a Will save are dazed for 1 round and are subsequently entangled.<br \/>Breaking free of the shadow binding requires a DC 20 Strength check or Escape Artist check, taken as a full-round action.<br \/>Material Component: A few links of iron chain.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"10 minutes","range":"Personal or touch","target":"You or a creature or object weighing no more than 100 lb.\/level","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"This powerful glamer functions like invisibility, except that it masks image, scent, and sound alike, concealing the subject from all senses except touch and taste.\nAs with greater invisibility, this spell doesn't end if the subject attacks.\nWhile invisible, the subject exudes no scent and radiates a silence that absorbs all sound and vibration in a 5-foot radius, preventing detection by tremorsense and similar abilities, as well as preventing speech and the casting of spells with somatic components (though the subject remains able to detect scents and can hear as normal).\nSuperior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, dust of appearance, and the blindsense ability, though creatures under the effect of the spell can be detected by true seeing or the blindsight ability.\nCertain mundane conditions (such as leaving footprints) can also render a subject detectable.","short_description":"This powerful glamer functions like invisibility, except that it masks image, scent, and sound alike,...","material_components":"0","name":"Superior Invisibility","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Superior Invisibility<\/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>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>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or 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 powerful glamer functions like invisibility, except that it masks image, scent, and sound alike, concealing the subject from all senses except touch and taste.<br \/>As with greater invisibility, this spell doesn&#39;t end if the subject attacks.<br \/>While invisible, the subject exudes no scent and radiates a silence that absorbs all sound and vibration in a 5-foot radius, preventing detection by tremorsense and similar abilities, as well as preventing speech and the casting of spells with somatic components (though the subject remains able to detect scents and can hear as normal).<br \/>Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, dust of appearance, and the blindsense ability, though creatures under the effect of the spell can be detected by true seeing or the blindsight ability.<br \/>Certain mundane conditions (such as leaving footprints) can also render a subject detectable.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Semiopaque sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high","area":"","duration":"Concentration + 1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You create a barrier of ominous shadow that obscures vision and deters passage.\nCreatures in squares adjacent to the wall have concealment against attacks from the other side, while creatures more than 1 square away have total concealment.\nAlthough the wall is not substantial, a creature with 6 or fewer Hit Dice must succeed on a Will save or be halted at its edge, ending its move action (though a creatures can\nmove away from the wall or attempt to move through again if it has a second move action available).\nA creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative -1 penalty on its Will save.\nWall of gloom counters or dispels any light spell of equal or lower level.\nMaterial Component: A bit of fleece from a black sheep.","short_description":"You create a barrier of ominous shadow that obscures vision and deters passage.","material_components":"0","name":"Wall of Gloom","level":"Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2","full_text":"<div><p><h5>Wall of Gloom<\/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>Sorcerer 2 \/ Wizard 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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Semiopaque sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high<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; 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 barrier of ominous shadow that obscures vision and deters passage.<br \/>Creatures in squares adjacent to the wall have concealment against attacks from the other side, while creatures more than 1 square away have total concealment.<br \/>Although the wall is not substantial, a creature with 6 or fewer Hit Dice must succeed on a Will save or be halted at its edge, ending its move action (though a creatures can<br \/>move away from the wall or attempt to move through again if it has a second move action available).<br \/>A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative -1 penalty on its Will save.<br \/>Wall of gloom counters or dispels any light spell of equal or lower level.<br \/>Material Component: A bit of fleece from a black sheep.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"One projectile or thrown weapon touched","effect":"","area":"","duration":"8 hours or until discharged","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, javelin, or spear), changing the weapon into a sinister missile of cold, enhanced bone.\nWhen thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls.\nIn addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain.\nA creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15).\nRegardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.\nMaterial Component: A tiny sliver of bone and a vial of blood mixed with powdered precious gems worth 50 gp, used to paint the runes on the projectile.","short_description":"You scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, ja...","material_components":"0","name":"Arrow of Bone","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Arrow of Bone<\/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, 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>8 hours or until discharged<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 scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, javelin, or spear), changing the weapon into a sinister missile of cold, enhanced bone.<br \/>When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls.<br \/>In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain.<br \/>A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15).<br \/>Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.<br \/>Material Component: A tiny sliver of bone and a vial of blood mixed with powdered precious gems worth 50 gp, used to paint the runes on the projectile.<\/p><\/p>Reference: Complete Arcane<\/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 weapon","effect":"","area":"","duration":"1 round\/level or until discharged","saving_throw":"Will negates; see text","spell_resistance":"Yes (object)","description":"You cast this spell on any wooden-hafted two-handed weapon (such as a greataxe or heavy flail) or any wooden-hafted reach weapon (such as a longspear or glaive).\nThe next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead, with the attack roll applied against the attacker's own AC.\nThe wielder gets no warning or knowledge of the spell's effect on his weapon, and though he makes the attack, the self-dealt damage can't be consciously reduced (though damage reduction applies) or changed to nonlethal damage.\nOnce the weapon attacks its wielder (whether successfully or not), the spell is discharged.\nThe spell can target a weapon of any size as long as its wielder normally uses it as a two-handed weapon or a reach weapon.\nFor example, a Small longspear wielded by a halfling could be the target of the spell, but not the same Small longspear wielded by a human; in the human's hands, the weapon is too small to twist around and strike its wielder.\nMagic weapons targeted by this spell receive a Will save.\nAn item in a creature's possession uses its own Will save bonus or its wielder's bonus, whichever is higher.\nFocus: A dagger.","short_description":"You cast this spell on any wooden-hafted two-handed weapon (such as a greataxe or heavy flail) or any...","material_components":"0","name":"Backbiter","level":"Sorcerer 1 \/ Wizard 1 \/ Wu Jen 1","full_text":"<div><p><h5>Backbiter<\/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 1 \/ Wizard 1 \/ Wu Jen 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>1 round\/level or until discharged<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 (object)<br\/><\/td><\/tr><\/table><p>\t<p>You cast this spell on any wooden-hafted two-handed weapon (such as a greataxe or heavy flail) or any wooden-hafted reach weapon (such as a longspear or glaive).<br \/>The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead, with the attack roll applied against the attacker&#39;s own AC.<br \/>The wielder gets no warning or knowledge of the spell&#39;s effect on his weapon, and though he makes the attack, the self-dealt damage can&#39;t be consciously reduced (though damage reduction applies) or changed to nonlethal damage.<br \/>Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.<br \/>The spell can target a weapon of any size as long as its wielder normally uses it as a two-handed weapon or a reach weapon.<br \/>For example, a Small longspear wielded by a halfling could be the target of the spell, but not the same Small longspear wielded by a human; in the human&#39;s hands, the weapon is too small to twist around and strike its wielder.<br \/>Magic weapons targeted by this spell receive a Will save.<br \/>An item in a creature&#39;s possession uses its own Will save bonus or its wielder&#39;s bonus, whichever is higher.<br \/>Focus: A dagger.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates and Reflex negates; see text","spell_resistance":"Yes","description":"A ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a living target is engulfed in chill black flames that feed on the fuel of their victim's life force.\nA creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated.\nA creature that makes its save takes no damage for that round and is sickened instead.\nIn addition to its effects on the target, blackfire can spread rapidly, and any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.\nAny creature whose Constitution is reduced to 0 or lower by the spell is reduced to a pile of black ash, and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life.\nIf a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.\nThe black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but an antimagic field, a successful dispel magic, a remove curse,\nor a break enchantment spell snuffs it out.\nAs well, a creature protected by death ward has immunity to blackfire's effects.\nMaterial Component: A pinch of dust from a vampire destroyed by sunlight.","short_description":"A ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a ...","material_components":"0","name":"Blackfire","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Blackfire<\/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, 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>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>Fortitude negates and 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 ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a living target is engulfed in chill black flames that feed on the fuel of their victim&#39;s life force.<br \/>A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated.<br \/>A creature that makes its save takes no damage for that round and is sickened instead.<br \/>In addition to its effects on the target, blackfire can spread rapidly, and any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.<br \/>Any creature whose Constitution is reduced to 0 or lower by the spell is reduced to a pile of black ash, and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life.<br \/>If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.<br \/>The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but an antimagic field, a successful dispel magic, a remove curse,<br \/>or a break enchantment spell snuffs it out.<br \/>As well, a creature protected by death ward has immunity to blackfire&#39;s effects.<br \/>Material Component: A pinch of dust from a vampire destroyed by sunlight.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature; see text","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"You taint a living creature's blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round.\nThe subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds.\nSearing pain limits the subject to a single move action in any round when it fails its Fortitude save.\nBurning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.\nMaterial Component: A drop of blood and a pinch of saltpeter.","short_description":"You taint a living creature's blood with a hot, corrosive infusion, dealing 1d8 points of acid damage...","material_components":"0","name":"Burning Blood","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Burning 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>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, 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 (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 taint a living creature&#39;s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round.<br \/>The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds.<br \/>Searing pain limits the subject to a single move action in any round when it fails its Fortitude save.<br \/>Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.<br \/>Material Component: A drop of blood and a pinch of saltpeter.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One Medium or smaller ghostly light","area":"","duration":"Concentration","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create a ghostly green radiance anywhere within range that shines with the brightness of a torch and is imbued with unearthly power, causing creatures within 30 feet to become shaken unless they succeed on a Will save.\nThe light can be shaped to any Medium or smaller form, and can move at a speed of 30 feet as long as you maintain concentration on the spell (so that you can shape the effect into a human form and make it seem to walk or fly, for example).\nThe shape of a ghost light can be changed at any time during the spell's duration as a free action.\nMaterial Component: A bit of phosphorus.","short_description":"You create a ghostly green radiance anywhere within range that shines with the brightness of a torch ...","material_components":"0","name":"Ghost Light","level":"Wu Jen 1","full_text":"<div><p><h5>Ghost 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>Necromancy<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, 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>One Medium or smaller ghostly light<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>You create a ghostly green radiance anywhere within range that shines with the brightness of a torch and is imbued with unearthly power, causing creatures within 30 feet to become shaken unless they succeed on a Will save.<br \/>The light can be shaped to any Medium or smaller form, and can move at a speed of 30 feet as long as you maintain concentration on the spell (so that you can shape the effect into a human form and make it seem to walk or fly, for example).<br \/>The shape of a ghost light can be changed at any time during the spell&#39;s duration as a free action.<br \/>Material Component: A bit of phosphorus.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF, XP","casting_time":"1 hour","range":"Personal","target":"You","effect":"","area":"","duration":"1 year","saving_throw":"","spell_resistance":"","description":"You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the very nature of your body.\nYour living heart can then be stored or hidden anywhere you like, where it continues to beat for the duration of the spell.\nWhile under the effect of heart of stone, you gain damage reduction 5\/- and resistance to energy 5 against cold, fire, and electricity, but are subject to the following disadvantages.\nFirst, your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest).\nSecond, any attempt to heal you with conjuration (healing) spells, or spell-like and supernatural abilities that mimic the effects of such spells, requires a caster level check (DC 10 + your caster level) to succeed.\nFinally, your own living heart is vulnerable to attack; if it is damaged or destroyed, you are instantly slain.\nHeart of stone can be dispelled, in which case your own living heart instantly returns to its proper place while the stone heart is transported to the place where you left your own heart.\nYour heart and the stone heart likewise switch places if you enter an antimagic field (temporarily negating the spell's effects), but the spell resumes when you leave it.\nStone to flesh can also end the spell, though you get a Fortitude saving throw to resist.\nFocus: A carved stone heart of exceptional quality (jade, obsidian, or gold-veined marble) worth 5,000 gp.\nXP Cost: 1,000 XP.","short_description":"You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering...","material_components":"0","name":"Heart of Stone","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Heart 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>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, AF, 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>1 year<br\/><\/td><\/tr><\/table><p>\t<p>You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the very nature of your body.<br \/>Your living heart can then be stored or hidden anywhere you like, where it continues to beat for the duration of the spell.<br \/>While under the effect of heart of stone, you gain damage reduction 5\/- and resistance to energy 5 against cold, fire, and electricity, but are subject to the following disadvantages.<br \/>First, your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest).<br \/>Second, any attempt to heal you with conjuration (healing) spells, or spell-like and supernatural abilities that mimic the effects of such spells, requires a caster level check (DC 10 + your caster level) to succeed.<br \/>Finally, your own living heart is vulnerable to attack; if it is damaged or destroyed, you are instantly slain.<br \/>Heart of stone can be dispelled, in which case your own living heart instantly returns to its proper place while the stone heart is transported to the place where you left your own heart.<br \/>Your heart and the stone heart likewise switch places if you enter an antimagic field (temporarily negating the spell&#39;s effects), but the spell resumes when you leave it.<br \/>Stone to flesh can also end the spell, though you get a Fortitude saving throw to resist.<br \/>Focus: A carved stone heart of exceptional quality (jade, obsidian, or gold-veined marble) worth 5,000 gp.<br \/>XP Cost: 1,000 XP.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more creatures, no two of which can be more than 30 ft. apart; see text","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"With a sweep of your hand, invisible bolts of force slam into your targets, instantly slaying each target by driving its heart from its body unless it succeeds on a Fortitude save.\nHeart ripper affects a number of creatures with Hit Dice totaling your caster level, none of which can have more than 4 HD.\nCreatures with the fewest Hit Dice are affected first, with creatures of equal Hit Dice affected according to which is closest to the spell's point of origin.\nExtra Hit Dice not sufficient to affect remaining creatures are wasted.\nCreatures that don't depend on their hearts for survival (such as undead and constructs) and creatures with no anatomy (such as oozes) are unaffected by the spell.","short_description":"With a sweep of your hand, invisible bolts of force slam into your targets, instantly slaying each ta...","material_components":"0","name":"Heart Ripper","level":"Assassin 4 \/ Wu Jen 4","full_text":"<div><p><h5>Heart 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>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 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>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>With a sweep of your hand, invisible bolts of force slam into your targets, instantly slaying each target by driving its heart from its body unless it succeeds on a Fortitude save.<br \/>Heart ripper affects a number of creatures with Hit Dice totaling your caster level, none of which can have more than 4 HD.<br \/>Creatures with the fewest Hit Dice are affected first, with creatures of equal Hit Dice affected according to which is closest to the spell&#39;s point of origin.<br \/>Extra Hit Dice not sufficient to affect remaining creatures are wasted.<br \/>Creatures that don&#39;t depend on their hearts for survival (such as undead and constructs) and creatures with no anatomy (such as oozes) are unaffected by the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack.\nThe poison deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later.\nEach instance of damage can be negated with a successful Fortitude save.\nFocus: A tattoo of a toad on your skin.","short_description":"Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack.","material_components":"0","name":"Kiss of the Toad","level":"Wu Jen 2","full_text":"<div><p><h5>Kiss of the Toad<\/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>Wu Jen 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>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>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>Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack.<br \/>The poison deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later.<br \/>Each instance of damage can be negated with a successful Fortitude save.<br \/>Focus: A tattoo of a toad on your skin.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to 1 HD\/level of creatures, no two of which can be more than 20 ft. apart","effect":"","area":"","duration":"1 minute","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks.\nA successful Fortitude save lessens this penalty to -2.\nMaterial Component: A live leech.","short_description":"The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls...","material_components":"0","name":"Pain","level":"Wu Jen 4","full_text":"<div><p><h5>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>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>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>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 target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks.<br \/>A successful Fortitude save lessens this penalty to -2.<br \/>Material Component: A live leech.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute (D)","saving_throw":"","spell_resistance":"","description":"You can send your spirit outside yourself in an incorporeal form while maintaining some semblance of life within your physical body.\nYour spirit is treated as an incorporeal creature for the purposes of determining movement, special qualities, and weaknesses, and has a speed of 90 feet but cannot move more than 200 feet from your body.\nIn your spirit form, a spellcaster using commune with lesser spirit or commune with greater spirit can contact you, and you can cast spells that have only verbal components.\nYou cannot attack physically or otherwise affect the physical world, and you can return your spirit to your body on your turn as a standard action.\nWhile you function in your spirit form, your body assumes a half-awake state, able to take only one move action per round, losing its Dexterity bonus to Armor Class (if any), and granting its foes a +2 bonus on attack rolls against it.\nWithin 5 feet of your body, you can command it to take simple actions such as walking, talking (in a slow, slurred fashion), or eating.\nDamage taken by either your spirit or your body is subtracted from your hit point total, and if you are reduced to 0 or fewer hit points, you die.\nLikewise, you die if your body moves more than 200 feet from your spirit form and you cannot follow (while under the effects of a spirit needle, for example), or if you are otherwise prevented from returning to your body when the spell ends.\nMaterial Component: A small prayer wheel.","short_description":"You can send your spirit outside yourself in an incorporeal form while maintaining some semblance of ...","material_components":"0","name":"Spirit Self","level":"Wu Jen 5","full_text":"<div><p><h5>Spirit Self<\/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>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>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 send your spirit outside yourself in an incorporeal form while maintaining some semblance of life within your physical body.<br \/>Your spirit is treated as an incorporeal creature for the purposes of determining movement, special qualities, and weaknesses, and has a speed of 90 feet but cannot move more than 200 feet from your body.<br \/>In your spirit form, a spellcaster using commune with lesser spirit or commune with greater spirit can contact you, and you can cast spells that have only verbal components.<br \/>You cannot attack physically or otherwise affect the physical world, and you can return your spirit to your body on your turn as a standard action.<br \/>While you function in your spirit form, your body assumes a half-awake state, able to take only one move action per round, losing its Dexterity bonus to Armor Class (if any), and granting its foes a +2 bonus on attack rolls against it.<br \/>Within 5 feet of your body, you can command it to take simple actions such as walking, talking (in a slow, slurred fashion), or eating.<br \/>Damage taken by either your spirit or your body is subtracted from your hit point total, and if you are reduced to 0 or fewer hit points, you die.<br \/>Likewise, you die if your body moves more than 200 feet from your spirit form and you cannot follow (while under the effects of a spirit needle, for example), or if you are otherwise prevented from returning to your body when the spell ends.<br \/>Material Component: A small prayer wheel.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"","target":"","effect":"Swirling 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":"This spell creates an immobile, swirling mass of greenish-white forms resembling tortured spirits.\nOne side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or flee in panic for 1d4 rounds.\nAny living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted.\nA living creature passing through the wall takes 1d10 points of damage, as above, and must make a successful Fortitude save or gain one negative level.\nThe barrier is semimaterial and opaque, providing cover and total concealment against physical attacks, and it blocks magical effects (including spells, spell-like abilities, and supernatural abilities).\nMaterial Component: A clear cut gemstone.","short_description":"This spell creates an immobile, swirling mass of greenish-white forms resembling tortured spirits.","material_components":"0","name":"Spiritwall","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Spiritwall<\/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 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>Effect:<\/b><br\/><\/td><td>Swirling 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>This spell creates an immobile, swirling mass of greenish-white forms resembling tortured spirits.<br \/>One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or flee in panic for 1d4 rounds.<br \/>Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted.<br \/>A living creature passing through the wall takes 1d10 points of damage, as above, and must make a successful Fortitude save or gain one negative level.<br \/>The barrier is semimaterial and opaque, providing cover and total concealment against physical attacks, and it blocks magical effects (including spells, spell-like abilities, and supernatural abilities).<br \/>Material Component: A clear cut gemstone.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"","range":"","target":"","effect":"Black blade of negative energy","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions as sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you.\nA sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19-20, and bestows an additional negative level on a critical hit.\nNegative levels usually have a chance of permanently draining the subject's levels, but the negative levels from sword of darkness don't last long enough to do so.\nHowever, if the subject gains at least as many negative levels as it has Hit Dice, it dies.\nIf the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.\nMaterial Component: A katana, bastard sword, or longsword, which is shattered against a stone while casting the spell.","short_description":"This spell functions as sword of deception, except you cause a black blade of pure negative energy to...","material_components":"0","name":"Sword of Darkness","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7","full_text":"<div><p><h5>Sword of 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>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>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, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Black blade of negative energy<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions as sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you.<br \/>A sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19-20, and bestows an additional negative level on a critical hit.<br \/>Negative levels usually have a chance of permanently draining the subject&#39;s levels, but the negative levels from sword of darkness don&#39;t last long enough to do so.<br \/>However, if the subject gains at least as many negative levels as it has Hit Dice, it dies.<br \/>If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.<br \/>Material Component: A katana, bastard sword, or longsword, which is shattered against a stone while casting the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 15 points each).\nIf you score a critical hit, the subject takes ability drain instead.","short_description":"Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damag...","material_components":"0","name":"Withering Palm","level":"Cleric 7 \/ Wu Jen 7","full_text":"<div><p><h5>Withering Palm<\/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 \/ 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>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>Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 15 points each).<br \/>If you score a critical hit, the subject takes ability drain instead.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One thrown weapon\/level touched or one projectile weapon touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets.\nFor the duration of the spell, the range increment for the affected weapon or weapons is doubled.\nMaterial Component: Ink used to scribe a mystical character on each weapon affected by the spell.","short_description":"When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve ...","material_components":"0","name":"Accuracy","level":"Warmage 1 \/ Wu Jen 1","full_text":"<div><p><h5>Accuracy<\/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>Warmage 1 \/ Wu Jen 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<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>When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets.<br \/>For the duration of the spell, the range increment for the affected weapon or weapons is doubled.<br \/>Material Component: Ink used to scribe a mystical character on each weapon affected by the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to a 5-ft. cube of fire","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As animate wood, but you can animate a fire no larger than the maximum volume.\nAnimated fire has the fire subtype and the burn special attack of a fire elemental, dealing bludgeoning damage plus fire damage on a successful slam attack and possibly setting opponents on fire (save DC 12; see page 98 of the Monster Manual).\nFire animated by this spell has hardness 0.\nMaterial Component: A handful of charcoal, sulfur, and soda ash.","short_description":"As animate wood, but you can animate a fire no larger than the maximum volume.","material_components":"0","name":"Animate Fire","level":"Druid 2 \/ Wu Jen 2","full_text":"<div><p><h5>Animate 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Wu Jen 2<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><\/table><p>\t<p>As animate wood, but you can animate a fire no larger than the maximum volume.<br \/>Animated fire has the fire subtype and the burn special attack of a fire elemental, dealing bludgeoning damage plus fire damage on a successful slam attack and possibly setting opponents on fire (save DC 12; see page 98 of the Monster Manual).<br \/>Fire animated by this spell has hardness 0.<br \/>Material Component: A handful of charcoal, sulfur, and soda ash.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to a 5-ft. cube of water","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As animate wood, but you can animate a quantity of water up to the maximum volume.\nWater animated by this spell has hardness 0, but has double the normal hit points that an animated object of the same size would have.\nMaterial Component: A vial of pure spring water mixed with cinnabar oil.","short_description":"As animate wood, but you can animate a quantity of water up to the maximum volume.","material_components":"0","name":"Animate Water","level":"Druid 1 \/ Wu Jen 1","full_text":"<div><p><h5>Animate Water<\/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 \/ Wu Jen 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>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>As animate wood, but you can animate a quantity of water up to the maximum volume.<br \/>Water animated by this spell has hardness 0, but has double the normal hit points that an animated object of the same size would have.<br \/>Material Component: A vial of pure spring water mixed with cinnabar oil.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"One Small or smaller wooden object","effect":"","area":"","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes it to immediately attack whomever or whatever you initially designate.\nStatistics for the animated wood are as for a Small animated object and can be found on page 13 of the Monster Manual.\nWooden objects animated by this spell have hardness 5.\nThe spell cannot animate objects carried or worn by a creature.\nMaterial Component: A mixture of powdered cinnabar and ground peach pit.","short_description":"This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes...","material_components":"0","name":"Animate Wood","level":"Druid 1 \/ Wu Jen 1","full_text":"<div><p><h5>Animate Wood<\/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 \/ Wu Jen 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>Touch<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>This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes it to immediately attack whomever or whatever you initially designate.<br \/>Statistics for the animated wood are as for a Small animated object and can be found on page 13 of the Monster Manual.<br \/>Wooden objects animated by this spell have hardness 5.<br \/>The spell cannot animate objects carried or worn by a creature.<br \/>Material Component: A mixture of powdered cinnabar and ground peach pit.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","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":"This spell functions like blink, except you have control over the timing of your blinking back and forth between the Ethereal Plane and the Material Plane.\nYou can also ready an action to blink away from any physical or magical attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does).\nWhile blinking, you have no chance of interfering with your own attacks or your own spells.\nWhen moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner.","short_description":"This spell functions like blink, except you have control over the timing of your blinking back and fo...","material_components":"0","name":"Blink, Greater","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Blink, 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>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<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 functions like blink, except you have control over the timing of your &quot;blinking&quot; back and forth between the Ethereal Plane and the Material Plane.<br \/>You can also ready an action to blink away from any physical or magical attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does).<br \/>While blinking, you have no chance of interfering with your own attacks or your own spells.<br \/>When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy.\nA brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter.\nArmor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor.\n(Dexterity, deflection, dodge, natural armor, and other such bonuses still apply).\nA brilliant energy weapon cannot harm undead, constructs, or objects.\nIf this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target.\nTreat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.","short_description":"You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brillian...","material_components":"0","name":"Brilliant Blade","level":"Cleric 8 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Brilliant Blade<\/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 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>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 min.\/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 transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy.<br \/>A brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter.<br \/>Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor.<br \/>(Dexterity, deflection, dodge, natural armor, and other such bonuses still apply).<br \/>A brilliant energy weapon cannot harm undead, constructs, or objects.<br \/>If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target.<br \/>Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S, M","casting_time":"1 standard action","range":"10 ft.","target":"Cone-shaped burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"No","description":"Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone.\nCreatures within the cone must make a Fortitude save or take 1d3 points of Constitution damage.\nThe poison does not affect you, nor does it produce any secondary effects or remain potent once sprayed.\nMaterial Component: A cobra's fang.","short_description":"Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone.","material_components":"0","name":"Cobra's Breath","level":"Wu Jen 1","full_text":"<div><p><h5>Cobra's 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>Transmutation<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>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>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>No<br\/><\/td><\/tr><\/table><p>\t<p>Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone.<br \/>Creatures within the cone must make a Fortitude save or take 1d3 points of Constitution damage.<br \/>The poison does not affect you, nor does it produce any secondary effects or remain potent once sprayed.<br \/>Material Component: A cobra&#39;s fang.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One sword","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, you cause the target sword to hover and attack on its own, aiding a character you designate.\nThe sword must be either unattended (in which case you choose which creature it will fight for, so long as both creature and weapon are within range) or in the possession of a willing ally who benefits from the spell.\nA dancing blade attacks using the initiative modifier and base attack bonus of the creature it fights for, though it gains no other attack or damage modifiers the creature might have (including those from Strength) and takes a -4 penalty on its attack rolls if the creature it fights for doesn't have proficiency with a weapon of its kind.\nThe sword moves with the creature it fights for (and so can take the full attack action if that creature does), staying within 5 feet at all times and dropping to the ground if that creature is reduced to 0 or fewer hit points.\nControlling the sword requires no concentration, and the designated creature can fight with another weapon at the same time.\nA dancing blade prevents two opponents from flanking the creature it fights for (though that creature can be flanked by additional opponents).\nMaterial Component: A tiny stick puppet.","short_description":"When you cast this spell, you cause the target sword to hover and attack on its own, aiding a charact...","material_components":"0","name":"Dancing Blade","level":"Wu Jen 4","full_text":"<div><p><h5>Dancing Blade<\/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>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>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>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, you cause the target sword to hover and attack on its own, aiding a character you designate.<br \/>The sword must be either unattended (in which case you choose which creature it will fight for, so long as both creature and weapon are within range) or in the possession of a willing ally who benefits from the spell.<br \/>A dancing blade attacks using the initiative modifier and base attack bonus of the creature it fights for, though it gains no other attack or damage modifiers the creature might have (including those from Strength) and takes a -4 penalty on its attack rolls if the creature it fights for doesn&#39;t have proficiency with a weapon of its kind.<br \/>The sword moves with the creature it fights for (and so can take the full attack action if that creature does), staying within 5 feet at all times and dropping to the ground if that creature is reduced to 0 or fewer hit points.<br \/>Controlling the sword requires no concentration, and the designated creature can fight with another weapon at the same time.<br \/>A dancing blade prevents two opponents from flanking the creature it fights for (though that creature can be flanked by additional opponents).<br \/>Material Component: A tiny stick puppet.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"","range":"10 ft.","target":"The caster and all allies in a 10-ft.-radius burst, centered on the caster","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"As darkvision (see page 216 of the Player's Handbook), except that all target creatures receive the spell's benefits.\nUnlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.\nMaterial Component: A dried carrot or three small agates.","short_description":"As darkvision (see page 216 of the Player's Handbook), except that all target creatures receive the s...","material_components":"0","name":"Darkvision, Mass","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Darkvision, 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>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, M<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 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 darkvision (see page 216 of the Player&#39;s Handbook), except that all target creatures receive the spell&#39;s benefits.<br \/>Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.<br \/>Material Component: A dried carrot or three small agates.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"No","description":"When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.\nThe scarf assumes an ironlike hardness on the way, and then wraps around the creature's neck.\nYou must have line of sight to the target and hit with a normal ranged attack.\nIf you hit, the target must make a Fortitude saving throw; failure indicates that the scarf has decapitated the victim.\nA target creature that makes its save takes 1d4 points of damage per caster level (maximum 20d4) before freeing itself from the decapitating scarf.\nConstructs and most undead (except vampires) are not immediately killed by decapitation, and take only 6d4 points of damage whether they make their save or not.\nOozes, aberrations, and other creatures without a head are immune to the spell's effects.\nFocus: The silk scarf.","short_description":"When you cast this spell, you flick a silk scarf at one creature within range, magically propelling i...","material_components":"0","name":"Decapitating Scarf","level":"Wu Jen 7","full_text":"<div><p><h5>Decapitating Scarf<\/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>Wu Jen 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 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 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>When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.<br \/>The scarf assumes an ironlike hardness on the way, and then wraps around the creature&#39;s neck.<br \/>You must have line of sight to the target and hit with a normal ranged attack.<br \/>If you hit, the target must make a Fortitude saving throw; failure indicates that the scarf has decapitated the victim.<br \/>A target creature that makes its save takes 1d4 points of damage per caster level (maximum 20d4) before freeing itself from the decapitating scarf.<br \/>Constructs and most undead (except vampires) are not immediately killed by decapitation, and take only 6d4 points of damage whether they make their save or not.<br \/>Oozes, aberrations, and other creatures without a head are immune to the spell&#39;s effects.<br \/>Focus: The silk scarf.<\/p><\/p>Reference: Complete Arcane<\/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":"Animated earthen arm","area":"","duration":"2 rounds\/level","saving_throw":"None","spell_resistance":"Yes","description":"You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes.\nYou can cause the arm to rise out of only earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone).\nTreated the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength score of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on).\nThe arm doesn't move from the square it appears in, but can make one grapple attempt per round against any creature in\nits square or any adjacent square, provoking attacks of opportunity as normal.\nIf the arm can target multiple creatures, the caster chooses one.\nIf the caster is unable to choose a target, the arm attacks a random creature within reach (possibly including the caster's allies).\nEach round that it successfully pins a target, the hand deals 1d6 points of lethal damage (plus its Strength modifier).\nThe earthen arm has AC 15, hardness 4, and 3 hit points per caster level.\nIf reduced to 0 or fewer hit points, it crumbles to dust.\nMaterial Component: A miniature hand sculpted from clay.","short_description":"You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your f...","material_components":"0","name":"Earthen Grasp","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Earthen 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, 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>Animated earthen arm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes.<br \/>You can cause the arm to rise out of only earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone).<br \/>Treated the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength score of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on).<br \/>The arm doesn&#39;t move from the square it appears in, but can make one grapple attempt per round against any creature in<br \/>its square or any adjacent square, provoking attacks of opportunity as normal.<br \/>If the arm can target multiple creatures, the caster chooses one.<br \/>If the caster is unable to choose a target, the arm attacks a random creature within reach (possibly including the caster&#39;s allies).<br \/>Each round that it successfully pins a target, the hand deals 1d6 points of lethal damage (plus its Strength modifier).<br \/>The earthen arm has AC 15, hardness 4, and 3 hit points per caster level.<br \/>If reduced to 0 or fewer hit points, it crumbles to dust.<br \/>Material Component: A miniature hand sculpted from clay.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.\nThe scarf assumes an ironlike hardness on its way and then wraps around the target creature.\nYou must have line of sight to the target and hit with a ranged touch attack.\nIf you hit, the target must make a successful Reflex save or become entangled.\nFocus: The silk scarf.","short_description":"When you cast this spell, you flick a silk scarf at one creature within range, magically propelling i...","material_components":"0","name":"Entangling Scarf","level":"Wu Jen 2","full_text":"<div><p><h5>Entangling Scarf<\/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>Wu Jen 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>Reflex 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>When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.<br \/>The scarf assumes an ironlike hardness on its way and then wraps around the target creature.<br \/>You must have line of sight to the target and hit with a ranged touch attack.<br \/>If you hit, the target must make a successful Reflex save or become entangled.<br \/>Focus: The silk scarf.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","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 functions like alter self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell, regardless of size.\nYou can assume only one form with each use of the spell, but you gain all that form's extraordinary, spell-like, and supernatural abilities, and your type changes to outsider.\nSpells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you staggered for 1 round per caster level.\nMaterial Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.","short_description":"This spell functions like alter self, except that you can take the form of any fiendish creature, dem...","material_components":"0","name":"Fiendform","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Fiendform<\/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>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 functions like alter self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, <span class=caps>III<\/span>, or IV spell, regardless of size.<br \/>You can assume only one form with each use of the spell, but you gain all that form&#39;s extraordinary, spell-like, and supernatural abilities, and your type changes to outsider.<br \/>Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you staggered for 1 round per caster level.<br \/>Material Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, AF","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell transforms your arms into wings of brilliant fire (resembling those of a phoenix), which do not damage you or any items you carry.\nSince your arms are transformed, you cannot hold items in your hands or cast spells with somatic components while using fire wings, but rings, bracers, and other items worn on your arms meld into the new form and continue to function normally.\nThe wings allow you to fly at a speed of 60 feet (good) while carrying no more than a light load.\nYou can ascend at half speed and descend at double speed, and you can charge (but not run) while flying.\nYou can make unarmed attacks with fire wings but are not considered proficient with them, taking a -4 penalty on your attack rolls.\nA successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage (treated as lethal damage while the spell is in effect).\nThe wings are extinguished (and the spell ends) if subjected to a quench spell, immersed in water for 1 round, or exposed to winds of hurricane force or greater.\nIf the spell expires while you are aloft, you fall normally.\nMaterial Component: The feather of a bird, which you must burn when you cast the spell.\nFocus: A golden amulet shaped like a phoenix.","short_description":"This spell transforms your arms into wings of brilliant fire (resembling those of a phoenix), which d...","material_components":"0","name":"Fire Wings","level":"Wu Jen 3","full_text":"<div><p><h5>Fire 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>Wu Jen 3<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>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms your arms into wings of brilliant fire (resembling those of a phoenix), which do not damage you or any items you carry.<br \/>Since your arms are transformed, you cannot hold items in your hands or cast spells with somatic components while using fire wings, but rings, bracers, and other items worn on your arms meld into the new form and continue to function normally.<br \/>The wings allow you to fly at a speed of 60 feet (good) while carrying no more than a light load.<br \/>You can ascend at half speed and descend at double speed, and you can charge (but not run) while flying.<br \/>You can make unarmed attacks with fire wings but are not considered proficient with them, taking a -4 penalty on your attack rolls.<br \/>A successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage (treated as lethal damage while the spell is in effect).<br \/>The wings are extinguished (and the spell ends) if subjected to a quench spell, immersed in water for 1 round, or exposed to winds of hurricane force or greater.<br \/>If the spell expires while you are aloft, you fall normally.<br \/>Material Component: The feather of a bird, which you must burn when you cast the spell.<br \/>Focus: A golden amulet shaped like a phoenix.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for purposes of attacks, grapple checks, or breaking and crushing items.\nIn addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus (or 1-1\/2 times your Strength bonus if you make no other attacks that round).\nYou can make the slam attack as a natural secondary attack with the normal -5 penalty (or -2 penalty if you have the Multiattack feat; see page 304 of the Monster Manual) as part of a full attack action.\nHowever, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).\nYour fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.\nMaterial Component: A pebble inscribed with a stylized fist design.","short_description":"You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to...","material_components":"0","name":"Fist of Stone","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Fist 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>Transmutation<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, 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<br\/><\/td><\/tr><\/table><p>\t<p>You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for purposes of attacks, grapple checks, or breaking and crushing items.<br \/>In addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus (or 1-1\/2 times your Strength bonus if you make no other attacks that round).<br \/>You can make the slam attack as a natural secondary attack with the normal -5 penalty (or -2 penalty if you have the Multiattack feat; see page 304 of the Monster Manual) as part of a full attack action.<br \/>However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).<br \/>Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell&#39;s effect.<br \/>Material Component: A pebble inscribed with a stylized fist design.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corporeal creature; see text","effect":"","area":"","duration":"Up to 4 rounds; see text","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma.\nEach round, the target takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage.\nA successful Fortitude save negates the ability damage, reduces the hit point damage by half, and ends the spell.\nIn each round when the target creature is affected, it gets a new save.\nFlensing has no effect on creatures in gaseous form.\nMaterial Component: An onion.","short_description":"When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting ...","material_components":"0","name":"Flensing","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Flensing<\/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 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 4 rounds; see text<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>When you cast this spell, you literally strip the flesh from a corporeal creature&#39;s body, inflicting incredible pain and psychological trauma.<br \/>Each round, the target takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage.<br \/>A successful Fortitude save negates the ability damage, reduces the hit point damage by half, and ends the spell.<br \/>In each round when the target creature is affected, it gets a new save.<br \/>Flensing has no effect on creatures in gaseous form.<br \/>Material Component: An onion.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"As fly (see page 232 of the Player's Handbook), except this spell confers the power of flight upon all targeted creatures.\nEach recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others.\nIf only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.","short_description":"As fly (see page 232 of the Player's Handbook), except this spell confers the power of flight upon al...","material_components":"0","name":"Fly, Mass","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Fly, 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>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<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 min.\/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 fly (see page 232 of the Player&#39;s Handbook), except this spell confers the power of flight upon all targeted creatures.<br \/>Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others.<br \/>If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","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":"You assume a visible, incorporeal form like that of a manifesting ghost.\nYou have no physical body while in this state.\nYou can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and 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 such as magic missile, or attacks made with ghost touch weapons).\nNon damaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).\nAs an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).\nYou can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than your own.\nYou can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object.\nIn order to see farther from the object you are in and attack normally, you must emerge.\nWhile inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack.\nYou cannot pass through a force effect.\nWhile under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.\nYour nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance).\nSpells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).\nYou can pass through and operate in water as easily as you do in air.\nYou cannot fall or take falling damage.\nYou cannot make trip or grapple attacks, nor can you be tripped or grappled.\nIn fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions.\nYou have no weight while in ghostform and do not set off traps that are triggered by weight.\nYou move silently and cannot be heard with Listen checks if you don't wish to be while in ghostform.\nYou have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.\nNonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.\nYou have an innate sense of direction and can move at full speed even when you cannot see.","short_description":"You assume a visible, incorporeal form like that of a manifesting ghost.","material_components":"0","name":"Ghostform","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Ghostform<\/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<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 a visible, incorporeal form like that of a manifesting ghost.<br \/>You have no physical body while in this state.<br \/>You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and 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 such as magic missile, or attacks made with ghost touch weapons).<br \/>Non damaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).<br \/>As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).<br \/>You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object&#39;s exterior, and so cannot pass entirely through an object whose space is larger than your own.<br \/>You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object.<br \/>In order to see farther from the object you are in and attack normally, you must emerge.<br \/>While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack.<br \/>You cannot pass through a force effect.<br \/>While under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.<br \/>Your nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance).<br \/>Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).<br \/>You can pass through and operate in water as easily as you do in air.<br \/>You cannot fall or take falling damage.<br \/>You cannot make trip or grapple attacks, nor can you be tripped or grappled.<br \/>In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions.<br \/>You have no weight while in ghostform and do not set off traps that are triggered by weight.<br \/>You move silently and cannot be heard with Listen checks if you don&#39;t wish to be while in ghostform.<br \/>You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.<br \/>Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.<br \/>You have an innate sense of direction and can move at full speed even when you cannot see.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster level.\nYour Strength, Dexterity, Constitution, natural armor, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.\n(You need not assume the largest size you are capable of; you can choose to grow only to a smaller size if you wish).\nAll your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form.\nSee Table 2-2: Increasing Weapon Damage by Size, page 28 of the Dungeon Master's Guide, to determine the damage dealt by any weapons carried when you cast giant size.\nMaterial Component: The scale of a dragon or hairs from the head of a giant.","short_description":"When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster le...","material_components":"0","name":"Giant Size","level":"Wu Jen 7","full_text":"<div><p><h5>Giant Size<\/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>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 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 minute<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster level.<br \/>Your Strength, Dexterity, Constitution, natural armor, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.<br \/>(You need not assume the largest size you are capable of; you can choose to grow only to a smaller size if you wish).<br \/>All your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form.<br \/>See Table 2-2: Increasing Weapon Damage by Size, page 28 of the Dungeon Master&#39;s Guide, to determine the damage dealt by any weapons carried when you cast giant size.<br \/>Material Component: The scale of a dragon or hairs from the head of a giant.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.\nThe scarf assumes an ironlike hardness on the way.\nYou must have line of sight to the target and hit with a normal ranged attack with the scarf.\nIf you hit, the target takes 1d8 points of damage +1 point per caster level (maximum +5).\nFocus: The silk scarf.","short_description":"When you cast this spell, you flick a silk scarf at one creature within range, magically propelling i...","material_components":"0","name":"Iron Scarf","level":"Wu Jen 1","full_text":"<div><p><h5>Iron Scarf<\/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>Wu Jen 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>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, you flick a silk scarf at one creature within range, magically propelling it toward the target.<br \/>The scarf assumes an ironlike hardness on the way.<br \/>You must have line of sight to the target and hit with a normal ranged attack with the scarf.<br \/>If you hit, the target takes 1d8 points of damage +1 point per caster level (maximum +5).<br \/>Focus: The silk scarf.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","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":"The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.\nThe target retains the ability to distinguish color and detail under these conditions.\nArcane Material Component: A small candle.","short_description":"The target creature gains low-light vision: the ability to see twice as far as a human in starlight, ...","material_components":"0","name":"Low-light Vision","level":"Assassin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Low-light Vision<\/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 \/ Ranger 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 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>The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.<br \/>The target retains the ability to distinguish color and detail under these conditions.<br \/>Arcane Material Component: A small candle.<\/p><\/p>Reference: Complete Arcane<\/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":"Ray","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"No","description":"A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp.\nOnce per round on a successful ranged touch attack, the magnetic ray can draw an object toward you with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds).\nAny unattended and unsecured item flies directly and safely to your hand (or to the edge of your space if too large to be wielded), but drawing an item toward you that another creature is holding (such as a weapon) requires a successful disarm attempt (see page 155 of the Player's Handbook).\nYou use the ray's Strength modifier (+10) in place of your own, and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity.\nIf you succeed on the disarm attempt, the weapon flies from your opponent's hand to your own.\nIf you target an item that is attended but not held, such as a weapon at someone's belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand.\nOn a failed save, the item flies from the creature's hand to your own.\nOtherwise, make a disarm attempt as above.\nIf an item is secured in some way, you can make a Strength check (using the ray's +10 bonus) to break or burst whatever holds it.\nMaterial Component: A piece of lodestone.","short_description":"A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp.","material_components":"0","name":"Magnetism","level":"Wu Jen 3","full_text":"<div><p><h5>Magnetism<\/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>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 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>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 shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp.<br \/>Once per round on a successful ranged touch attack, the magnetic ray can draw an object toward you with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds).<br \/>Any unattended and unsecured item flies directly and safely to your hand (or to the edge of your space if too large to be wielded), but drawing an item toward you that another creature is holding (such as a weapon) requires a successful disarm attempt (see page 155 of the Player&#39;s Handbook).<br \/>You use the ray&#39;s Strength modifier (+10) in place of your own, and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity.<br \/>If you succeed on the disarm attempt, the weapon flies from your opponent&#39;s hand to your own.<br \/>If you target an item that is attended but not held, such as a weapon at someone&#39;s belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand.<br \/>On a failed save, the item flies from the creature&#39;s hand to your own.<br \/>Otherwise, make a disarm attempt as above.<br \/>If an item is secured in some way, you can make a Strength check (using the ray&#39;s +10 bonus) to break or burst whatever holds it.<br \/>Material Component: A piece of lodestone.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, the recipient's skin toughens and gleams as if metallic, and it gains a natural armor bonus of +8.\nThe target becomes somewhat slow and stiff, taking a -2 penalty to Dexterity.\nMaterial Component: A small piece of rhinoceros hide.","short_description":"When you cast this spell, the recipient's skin toughens and gleams as if metallic, and it gains a nat...","material_components":"0","name":"Metal Skin","level":"Wu Jen 5","full_text":"<div><p><h5>Metal Skin<\/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>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>Touch<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, the recipient&#39;s skin toughens and gleams as if metallic, and it gains a natural armor bonus of +8.<br \/>The target becomes somewhat slow and stiff, taking a -2 penalty to Dexterity.<br \/>Material Component: A small piece of rhinoceros hide.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you shrink to Tiny, Diminutive, or Fine size, depending on your caster level).\nYour Strength, Dexterity, Constitution, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.\n(You need not assume the smallest size you are capable of; you can choose to shrink only to a larger size if you wish).\nNone of your ability scores can be reduced below 1 by this spell.\nAll your equipment changes size with you, allowing you to use weapons or magic items effectively in your smaller form.\nSee Table 2-3: Decreasing Weapon Damage by Size, page 28 of the Dungeon Master's Guide, to determine the damage dealt by any weapons carried when you cast minute form.\nMaterial Component: A flea.","short_description":"When you cast this spell, you shrink to Tiny, Diminutive, or Fine size, depending on your caster leve...","material_components":"0","name":"Minute Form","level":"Wu Jen 8","full_text":"<div><p><h5>Minute 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>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 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 minute<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you shrink to Tiny, Diminutive, or Fine size, depending on your caster level).<br \/>Your Strength, Dexterity, Constitution, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.<br \/>(You need not assume the smallest size you are capable of; you can choose to shrink only to a larger size if you wish).<br \/>None of your ability scores can be reduced below 1 by this spell.<br \/>All your equipment changes size with you, allowing you to use weapons or magic items effectively in your smaller form.<br \/>See Table 2-3: Decreasing Weapon Damage by Size, page 28 of the Dungeon Master&#39;s Guide, to determine the damage dealt by any weapons carried when you cast minute form.<br \/>Material Component: A flea.<\/p><\/p>Reference: Complete Arcane<\/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 creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None and Fortitude negates; see text","spell_resistance":"Yes","description":"A needle flicked from your fingers multiplies into a hail of needles that drip poison, striking a single target.\nIf you hit with a normal ranged attack, the target takes 1d4 points of damage per caster level (maximum 5d4) and experiences an effect of your choice from the following.\n* The target takes 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later.\nEach instance of damage can be negated with a separate Fortitude save.\n* The target is paralyzed for 2d6 minutes.\nA successful Fortitude save negates the effect.\n* The target takes 1d10 points of Dexterity damage immediately and another 1d10 points of Dexterity damage 1 minute later.\nEach instance of damage can be negated with a separate Fortitude save.\nMaterial Component: A long metal needle.","short_description":"A needle flicked from your fingers multiplies into a hail of needles that drip poison, striking a sin...","material_components":"0","name":"Poison Needles","level":"Wu Jen 4","full_text":"<div><p><h5>Poison 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>Transmutation<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>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 and 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>A needle flicked from your fingers multiplies into a hail of needles that drip poison, striking a single target.<br \/>If you hit with a normal ranged attack, the target takes 1d4 points of damage per caster level (maximum 5d4) and experiences an effect of your choice from the following.\n\t<ul>\n\t\t<li>The target takes 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later.<\/li>\n\t<\/ul><br \/>Each instance of damage can be negated with a separate Fortitude save.\n\t<ul>\n\t\t<li>The target is paralyzed for 2d6 minutes.<\/li>\n\t<\/ul><br \/>A successful Fortitude save negates the effect.\n\t<ul>\n\t\t<li>The target takes 1d10 points of Dexterity damage immediately and another 1d10 points of Dexterity damage 1 minute later.<\/li>\n\t<\/ul><br \/>Each instance of damage can be negated with a separate Fortitude save.<br \/>Material Component: A long metal needle.<\/p><\/p>Reference: Complete Arcane<\/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 one creature\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A needle flicked from your fingers multiplies into a hail of needles, raining down on all the targets you select.\nYou make a normal ranged attack against each target separately, and the needles deal 1d4 points of damage per caster level (maximum 5d4) divided up among the targets.\nThus, a 4th-level wu jen can target a single creature with 4d4 points of damage, or two creatures with 2d4 points of damage each, and so forth.\nMaterial Component: A long metal needle.","short_description":"A needle flicked from your fingers multiplies into a hail of needles, raining down on all the targets...","material_components":"0","name":"Rain of Needles","level":"Wu Jen 2","full_text":"<div><p><h5>Rain of 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>Transmutation<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>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>A needle flicked from your fingers multiplies into a hail of needles, raining down on all the targets you select.<br \/>You make a normal ranged attack against each target separately, and the needles deal 1d4 points of damage per caster level (maximum 5d4) divided up among the targets.<br \/>Thus, a 4th-level wu jen can target a single creature with 4d4 points of damage, or two creatures with 2d4 points of damage each, and so forth.<br \/>Material Component: A long metal needle.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except you repair 4d8 points of damage +1 point per caster level (maximum +20).","short_description":"As repair light damage, except you repair 4d8 points of damage +1 point per caster level (maximum +20...","material_components":"0","name":"Repair Critical Damage","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Repair Critical Damage<\/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><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except you repair 4d8 points of damage +1 point per caster level (maximum +20).<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Construct touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken.\nThe spell repairs 1d8 points of damage +1 point per caster level (maximum +5).","short_description":"When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its str...","material_components":"0","name":"Repair Light Damage","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Repair Light Damage<\/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 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 laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken.<br \/>The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except you repair 1 point of damage to a construct.","short_description":"As repair light damage, except you repair 1 point of damage to a construct.","material_components":"0","name":"Repair Minor Damage","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Repair Minor Damage<\/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 0 \/ Wizard 0<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 repair light damage, except you repair 1 point of damage to a construct.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.","short_description":"As repair light damage, except you repair 2d8 points of damage +1 point per caster level (maximum +10...","material_components":"0","name":"Repair Moderate Damage","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Repair Moderate Damage<\/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><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.","short_description":"As repair light damage, except you repair 3d8 points of damage +1 point per caster level (maximum +15...","material_components":"0","name":"Repair Serious Damage","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Repair Serious Damage<\/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><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"When you cast this spell, your skin toughens and shimmers as if covered with scales.\nYou gain a +2 enhancement bonus to your natural armor bonus, increasing to +3 at 6th level, +4 at 9th level, and +5 at 12th level or higher.\nThe enhancement bonus provided by scales of the lizard stacks with your own natural armor bonus (if any), but not with other enhancement bonuses to natural armor.\nA creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.\nFocus: A tattoo of a lizard on your skin.","short_description":"When you cast this spell, your skin toughens and shimmers as if covered with scales.","material_components":"0","name":"Scales of the Lizard","level":"Wu Jen 1","full_text":"<div><p><h5>Scales of the Lizard<\/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>Wu Jen 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>Personal<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>When you cast this spell, your skin toughens and shimmers as if covered with scales.<br \/>You gain a +2 enhancement bonus to your natural armor bonus, increasing to +3 at 6th level, +4 at 9th level, and +5 at 12th level or higher.<br \/>The enhancement bonus provided by scales of the lizard stacks with your own natural armor bonus (if any), but not with other enhancement bonuses to natural armor.<br \/>A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.<br \/>Focus: A tattoo of a lizard on your skin.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Touch","target":"","effect":"A ladder of smoke","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create a misty ladder up to 10 feet long per caster level, shaped from the smoke given off by a fire as you cast the spell.\nA smoke ladder weighs virtually nothing and can be easily handled at any length.\nAlways steady and rigid, the ladder needs no support or object to lean against, but can simply be placed in the desired position and climbed.\nBy casting the spell again on an existing smoke ladder before it dissipates, you can reset its duration.\nFocus: A large fire of green wood.","short_description":"You create a misty ladder up to 10 feet long per caster level, shaped from the smoke given off by a f...","material_components":"0","name":"Smoke Ladder","level":"Wu Jen 1","full_text":"<div><p><h5>Smoke Ladder<\/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>Wu Jen 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 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>Effect:<\/b><br\/><\/td><td>A ladder of smoke<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 a misty ladder up to 10 feet long per caster level, shaped from the smoke given off by a fire as you cast the spell.<br \/>A smoke ladder weighs virtually nothing and can be easily handled at any length.<br \/>Always steady and rigid, the ladder needs no support or object to lean against, but can simply be placed in the desired position and climbed.<br \/>By casting the spell again on an existing smoke ladder before it dissipates, you can reset its duration.<br \/>Focus: A large fire of green wood.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One or two creatures","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"When you cast this spell, your snake tattoos (the spell's focus) transform into real poisonous snakes that fly from you to the target or targets you select, striking like darts.\nThe snakes always hit, dealing 3d6 points of damage each.\nThe poison each snake carries deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later.\nEach instance of ability damage can be negated by a successful Fortitude save.\nAfter striking the targets, the living snakes fly back to you and must be swallowed before you can cast the spell again.\nSwallowing the snakes is a standard action that causes you no harm and does not provoke attacks of opportunity.\nOnce they are swallowed, the tattoos reappear immediately on your arms.\nFocus: Two snake tattoos on your skin, usually one coiled around each forearm.","short_description":"When you cast this spell, your snake tattoos (the spell's focus) transform into real poisonous snakes...","material_components":"0","name":"Snake Darts","level":"Wu Jen 4","full_text":"<div><p><h5>Snake 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>Wu Jen 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>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>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>When you cast this spell, your snake tattoos (the spell&#39;s focus) transform into real poisonous snakes that fly from you to the target or targets you select, striking like darts.<br \/>The snakes always hit, dealing 3d6 points of damage each.<br \/>The poison each snake carries deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later.<br \/>Each instance of ability damage can be negated by a successful Fortitude save.<br \/>After striking the targets, the living snakes fly back to you and must be swallowed before you can cast the spell again.<br \/>Swallowing the snakes is a standard action that causes you no harm and does not provoke attacks of opportunity.<br \/>Once they are swallowed, the tattoos reappear immediately on your arms.<br \/>Focus: Two snake tattoos on your skin, usually one coiled around each forearm.<\/p><\/p>Reference: Complete Arcane<\/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 spirit creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"A needle flicked from your fingers magically penetrates a spirit creature's aura.\nIf you hit with a normal ranged attack, the spirit loses the protective benefits of being incorporeal and is held in place (losing any Dexterity bonus to Armor Class and giving attackers a +4 bonus on attack rolls against it).\nThough the spirit cannot move for the duration of the spell, it can still take standard and full-round actions (including attacks).\nA pinned spirit is unable to use any supernatural or spell-like ability that would transport it from its current location (such as dimension door or teleport) or alter its substance or state (such as gaseous form or ethereal jaunt).\nThe spirit cannot remove the needle that pins it in place, but another creature can do so as a standard action.\nFocus: A long metal needle.","short_description":"A needle flicked from your fingers magically penetrates a spirit creature's aura.","material_components":"0","name":"Spirit Needle","level":"Wu Jen 6","full_text":"<div><p><h5>Spirit Needle<\/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>Wu Jen 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>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>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 needle flicked from your fingers magically penetrates a spirit creature&#39;s aura.<br \/>If you hit with a normal ranged attack, the spirit loses the protective benefits of being incorporeal and is held in place (losing any Dexterity bonus to Armor Class and giving attackers a +4 bonus on attack rolls against it).<br \/>Though the spirit cannot move for the duration of the spell, it can still take standard and full-round actions (including attacks).<br \/>A pinned spirit is unable to use any supernatural or spell-like ability that would transport it from its current location (such as dimension door or teleport) or alter its substance or state (such as gaseous form or ethereal jaunt).<br \/>The spirit cannot remove the needle that pins it in place, but another creature can do so as a standard action.<br \/>Focus: A long metal needle.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"Animated stone arm","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"As earthen grasp (see page 104), except the stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand.\nThe stone arm has AC 18, hardness 8, and 4 hit points per caster level.\nMaterial Component: A miniature hand sculpted from stone.","short_description":"As earthen grasp (see page 104), except the stony arm can appear from any natural surface, including ...","material_components":"0","name":"Stony Grasp","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Stony 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 3 \/ Wizard 3<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>Animated stone arm<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 earthen grasp (see page 104), except the stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand.<br \/>The stone arm has AC 18, hardness 8, and 4 hit points per caster level.<br \/>Material Component: A miniature hand sculpted from stone.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"10 miles\/level","target":"Up to 10 creatures\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell.\nYou need not directly know the recipients, but you must be able to distinguish them by their location, position, or some feature other than race or character class.\nFor example, you could send a summoning wind to the soldiers of your palace guard or to the governors of all the provinces in the empire, provided you know that such characters exist.\nYou can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver any other normal sounds for 1 round, or merely have a summoning wind seem to be a mysterious stirring of the air.\nThe wind travels to each recipient provided that it can find a way from you to their locations (the wind can travel around virtually any obstacle, but can't pass through closed portals or windows, regardless of whether they're airtight).\nYou choose its speed (from as slow as 1 mile per hour to as fast as 1 mile per 10 minutes), but the summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients, where it delivers its whisper-quiet message and dissipates.\nAs with magic mouth, a summoning wind cannot speak verbal components, use command words, or activate magical effects.","short_description":"You send a message or sound on the wind to a number of specific creatures that you identify while cas...","material_components":"0","name":"Summoning Wind","level":"Wu Jen 5","full_text":"<div><p><h5>Summoning 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>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>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 miles\/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>No<br\/><\/td><\/tr><\/table><p>\t<p>You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell.<br \/>You need not directly know the recipients, but you must be able to distinguish them by their location, position, or some feature other than race or character class.<br \/>For example, you could send a summoning wind to the soldiers of your palace guard or to the governors of all the provinces in the empire, provided you know that such characters exist.<br \/>You can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver any other normal sounds for 1 round, or merely have a summoning wind seem to be a mysterious stirring of the air.<br \/>The wind travels to each recipient provided that it can find a way from you to their locations (the wind can travel around virtually any obstacle, but can&#39;t pass through closed portals or windows, regardless of whether they&#39;re airtight).<br \/>You choose its speed (from as slow as 1 mile per hour to as fast as 1 mile per 10 minutes), but the summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients, where it delivers its whisper-quiet message and dissipates.<br \/>As with magic mouth, a summoning wind cannot speak verbal components, use command words, or activate magical effects.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell gives the recipient a swim speed like any aquatic creature (though not the ability to breathe water or hold one's breath beyond normal limits).\nSo long as the creature isn't carrying more than a light load, it can swim at its normal speed without making Swim checks.\nIt also gains a +8 competence bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (-1 per 5 pounds).\nThe recipient can choose to take 10 on swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line.\nIf the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.\nMaterial Component: A goldfish scale.","short_description":"This spell gives the recipient a swim speed like any aquatic creature (though not the ability to brea...","material_components":"0","name":"Swim","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2","full_text":"<div><p><h5>Swim<\/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 \/ Sorcerer 2 \/ Wizard 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 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>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>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell gives the recipient a swim speed like any aquatic creature (though not the ability to breathe water or hold one&#39;s breath beyond normal limits).<br \/>So long as the creature isn&#39;t carrying more than a light load, it can swim at its normal speed without making Swim checks.<br \/>It also gains a +8 competence bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (-1 per 5 pounds).<br \/>The recipient can choose to take 10 on swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line.<br \/>If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.<br \/>Material Component: A goldfish scale.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 Standard Action","range":"Touch","target":"One statuette touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into a Huge animated object (Huge construct, 90 hp, AC 13, hardness 6, speed 30 ft., attack slam +9, damage 2d6+7).\nAs with terra cotta warrior, the lion has none of the animated object attack forms given in the Monster Manual.\nFocus: A terra cotta statue of a foo lion, up to 1 foot tall and costing 10 gp.","short_description":"As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into...","material_components":"0","name":"Terra Cotta Lion","level":"Wu Jen 5","full_text":"<div><p><h5>Terra Cotta Lion<\/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>Wu Jen 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 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>As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into a Huge animated object (Huge construct, 90 hp, AC 13, hardness 6, speed 30 ft., attack slam +9, damage 2d6+7).<br \/>As with terra cotta warrior, the lion has none of the animated object attack forms given in the Monster Manual.<br \/>Focus: A terra cotta statue of a foo lion, up to 1 foot tall and costing 10 gp.<\/p><\/p>Reference: Complete Arcane 126<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"One statuette touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell turns an innocuous statuette of decoration and devotion into a full-sized warrior, ready to fight your foes.\nThe statuette becomes a Medium animated object (Medium construct, 35 hp, AC 14, hardness 6, speed 40 ft., attack slam +2, damage 1d6+1) that attacks a specified target on your turn as directed by you.\nYou can change the designated target as a move action (as if directing an active spell).\nThe statuette can be reused if the terra cotta warrior remains intact at the end of the spell, but if the warrior is reduced to 0 or fewer hit points, it crumbles to powder and the statuette is lost.\nSee page 13 of the Monster Manual for full information on animated objects, but the terra cotta warrior has none of the given attack forms.\nFocus: A terra cotta statue of a warrior, up to 6 inches tall and costing 1 gp.","short_description":"This spell turns an innocuous statuette of decoration and devotion into a full-sized warrior, ready t...","material_components":"0","name":"Terra Cotta Warrior","level":"Wu Jen 3","full_text":"<div><p><h5>Terra Cotta Warrior<\/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>Wu Jen 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>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 turns an innocuous statuette of decoration and devotion into a full-sized warrior, ready to fight your foes.<br \/>The statuette becomes a Medium animated object (Medium construct, 35 hp, AC 14, hardness 6, speed 40 ft., attack slam +2, damage 1d6+1) that attacks a specified target on your turn as directed by you.<br \/>You can change the designated target as a move action (as if directing an active spell).<br \/>The statuette can be reused if the terra cotta warrior remains intact at the end of the spell, but if the warrior is reduced to 0 or fewer hit points, it crumbles to powder and the statuette is lost.<br \/>See page 13 of the Monster Manual for full information on animated objects, but the terra cotta warrior has none of the given attack forms.<br \/>Focus: A terra cotta statue of a warrior, up to 6 inches tall and costing 1 gp.<\/p><\/p>Reference: Complete Arcane<\/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","saving_throw":"","spell_resistance":"","description":"Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab.\nAs well as dealing lethal damage on an unarmed strike (if you don't already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage plus 1d6 points of piercing damage with an unarmed strike).\nIn addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage.\nMaterial Component: A thorn.","short_description":"Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed stri...","material_components":"0","name":"Thornskin","level":"Druid 3 \/ Wu Jen 3","full_text":"<div><p><h5>Thornskin<\/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 \/ 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 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>Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab.<br \/>As well as dealing lethal damage on an unarmed strike (if you don&#39;t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage plus 1d6 points of piercing damage with an unarmed strike).<br \/>In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage.<br \/>Material Component: A thorn.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 10-ft. cube","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava.\nAll creatures in the spell's area who make a successful Reflex save take 2d6 points of fire damage provided they can physically escape the area on their next turn.\nCreatures that fail their save, or those unable to escape the area, take 20d6 points of fire damage for each round they remain in the area.\nCreatures in the lava have their speed reduced to 5 feet and take a -2 penalty on attack rolls and to Armor Class.\nEven after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 1d6 or 10d6) for an additional 1d3 rounds.\nIf transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1\/2 feet.\nThe rain of lava deals 2d6 points of fire damage and 1d6 points of bludgeoning damage to anyone caught directly beneath (Reflex half).\nIn addition, creatures take 2d6 points of fire damage each round when they are caught in the area of the pool, then 1d6 points of fire damage for 1d3 rounds after they escape.\nWhile constructions of worked stone can't be targeted with this spell, casting it on unworked stone below or adjacent to such structures does 10d6 points of fire damage per round to any part of the structure in contact with the lava.\nWooden structures in contact with lava instantly burst into flame.\nThe lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone.\nThough a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more.\nMagical or enchanted stone is not affected by the spell.","short_description":"You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lav...","material_components":"0","name":"Transmute Rock to Lava","level":"Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9","full_text":"<div><p><h5>Transmute Rock to Lava<\/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 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<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>No<br\/><\/td><\/tr><\/table><p>\t<p>You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava.<br \/>All creatures in the spell&#39;s area who make a successful Reflex save take 2d6 points of fire damage provided they can physically escape the area on their next turn.<br \/>Creatures that fail their save, or those unable to escape the area, take 20d6 points of fire damage for each round they remain in the area.<br \/>Creatures in the lava have their speed reduced to 5 feet and take a -2 penalty on attack rolls and to Armor Class.<br \/>Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 1d6 or 10d6) for an additional 1d3 rounds.<br \/>If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1\/2 feet.<br \/>The rain of lava deals 2d6 points of fire damage and 1d6 points of bludgeoning damage to anyone caught directly beneath (Reflex half).<br \/>In addition, creatures take 2d6 points of fire damage each round when they are caught in the area of the pool, then 1d6 points of fire damage for 1d3 rounds after they escape.<br \/>While constructions of worked stone can&#39;t be targeted with this spell, casting it on unworked stone below or adjacent to such structures does 10d6 points of fire damage per round to any part of the structure in contact with the lava.<br \/>Wooden structures in contact with lava instantly burst into flame.<br \/>The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone.<br \/>Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more.<br \/>Magical or enchanted stone is not affected by the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"One ounce of water\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"No","description":"This spell transforms a volume of water into an equal volume of colorless, tasteless, ingested poison with a save DC equal to the spell's DC.\nWhen ingested, the poison deals 1 point of Constitution damage followed by 1d8 points of Constitution damage 1 minute later.\nA successful Will save can negate each instance of damage.\nA single swallow (1 ounce) of poison is enough to affect a single creature; drinking more does not increase the effect.\nMaterial Component: The fang of a poisonous snake and a bloodstone worth at least 50 gp.","short_description":"This spell transforms a volume of water into an equal volume of colorless, tasteless, ingested poison...","material_components":"0","name":"Water to Poison","level":"Wu Jen 4","full_text":"<div><p><h5>Water to 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>Transmutation<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>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>This spell transforms a volume of water into an equal volume of colorless, tasteless, ingested poison with a save DC equal to the spell&#39;s DC.<br \/>When ingested, the poison deals 1 point of Constitution damage followed by 1d8 points of Constitution damage 1 minute later.<br \/>A successful Will save can negate each instance of damage.<br \/>A single swallow (1 ounce) of poison is enough to affect a single creature; drinking more does not increase the effect.<br \/>Material Component: The fang of a poisonous snake and a bloodstone worth at least 50 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"60-ft. line","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range.\nYou make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls.\nEven if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target.\nThe weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.\nNo matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.\nFocus: A slashing melee weapon that the caster hurls.","short_description":"As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all ene...","material_components":"0","name":"Whirling Blade","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2","full_text":"<div><p><h5>Whirling Blade<\/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 \/ Warmage 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>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>60-ft. line<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>As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell&#39;s range.<br \/>You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon&#39;s path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon&#39;s attack rolls and damage rolls.<br \/>Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target.<br \/>The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.<br \/>No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.<br \/>Focus: A slashing melee weapon that the caster hurls.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One nonmagical wooden object or a volume of wood; or one plant creature","effect":"","area":"","duration":"Instantaneous or 1 round\/level; see text","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you touch.\nAny unattended nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot-radius volume of a larger wooden object (such as a wooden door), is instantly destroyed by wood rot.\nIn combat, you can use the spell to attempt to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack.\nAttempting to sunder a weapon generally provokes attacks of opportunity, and wood rot has no effect on wooden or wooden-hafted weapons that strike you, even if you hold the charge.\nAgainst wooden shields or armor, you also make a melee touch attack.\nTargets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor Class on a successful hit and are rendered unusable if the penalty exceeds the bonus.\nAny attack against a wooden object discharges the spell, and wooden magic items are immune to the effect of wood rot.\nAgainst plant creatures, wood rot deals 3d6 points of damage +1 point per caster level (maximum +15) on a successful attack.\nAgainst plant creatures only, the spell lasts for 1 round per level, and you can make one melee touch attack per round.\nOnce it is used to make an attack against a plant creature, wood rot cannot be used to attack or destroy wooden items.\nMaterial Component: A live termite.","short_description":"When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you...","material_components":"0","name":"Wood Rot","level":"Druid 5 \/ Wu Jen 5","full_text":"<div><p><h5>Wood Rot<\/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 \/ 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>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1 round\/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>When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you touch.<br \/>Any unattended nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot-radius volume of a larger wooden object (such as a wooden door), is instantly destroyed by wood rot.<br \/>In combat, you can use the spell to attempt to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack.<br \/>Attempting to sunder a weapon generally provokes attacks of opportunity, and wood rot has no effect on wooden or wooden-hafted weapons that strike you, even if you hold the charge.<br \/>Against wooden shields or armor, you also make a melee touch attack.<br \/>Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor Class on a successful hit and are rendered unusable if the penalty exceeds the bonus.<br \/>Any attack against a wooden object discharges the spell, and wooden magic items are immune to the effect of wood rot.<br \/>Against plant creatures, wood rot deals 3d6 points of damage +1 point per caster level (maximum +15) on a successful attack.<br \/>Against plant creatures only, the spell lasts for 1 round per level, and you can make one melee touch attack per round.<br \/>Once it is used to make an attack against a plant creature, wood rot cannot be used to attack or destroy wooden items.<br \/>Material Component: A live termite.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Familiar touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.","short_description":"You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and me...","material_components":"0","name":"Enhance Familiar","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Enhance Familiar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<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>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>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One container or garment with a pocket touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar.\nThe spell turns the target item or pocket into a comfortable extradimensional space (about 1 cubic foot).\nThe familiar can fit inside the space without creating any noticeable bulge in the item.\nWhenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast.\nIf the familiar can speak, it can command itself inside.\nAs a free action, you can call the familiar forth or it can leave the space on its own.\nOnce inside, the familiar has total cover (+4 AC) and concealment (20% miss chance), and as a free action, you or the familiar can further seal the space to make it airtight and waterproof.\nThe air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely.\nThe familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don't require line of sight, which the pocket blocks).\nThe spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole).\nIf your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), it appears in your space unharmed.\nMaterial Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.","short_description":"When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar....","material_components":"0","name":"Familiar Pocket","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Familiar Pocket<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<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, 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>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 garment or container becomes a safe haven for a Tiny or smaller familiar.<br \/>The spell turns the target item or pocket into a comfortable extradimensional space (about 1 cubic foot).<br \/>The familiar can fit inside the space without creating any noticeable bulge in the item.<br \/>Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast.<br \/>If the familiar can speak, it can command itself inside.<br \/>As a free action, you can call the familiar forth or it can leave the space on its own.<br \/>Once inside, the familiar has total cover (+4 AC) and concealment (20% miss chance), and as a free action, you or the familiar can further seal the space to make it airtight and waterproof.<br \/>The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely.<br \/>The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don&#39;t require line of sight, which the pocket blocks).<br \/>The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole).<br \/>If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), it appears in your space unharmed.<br \/>Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Familiar touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (Harmless)","description":"This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor.\nIt also has a 25% chance to avoid extra damage from sneak attacks or critical hits (though such attacks still deal normal damage if successful).\nTemporary hit points gained in this fashion last for up to 1 hour.","short_description":"This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bon...","material_components":"0","name":"Fortify Familiar","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Fortify Familiar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<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>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>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 makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor.<br \/>It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (though such attacks still deal normal damage if successful).<br \/>Temporary hit points gained in this fashion last for up to 1 hour.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Familiar touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell allows you to transfer a number of your spells and the ability to cast them into your familiar.\nSpontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast.\nArcanists who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared.\nIn either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level).\nMultiple castings of imbue familiar with spell ability have no effect on these limits.\nThe transferred spell's variable characteristics (range, duration, area, and so on) function according to your level.\nOnce you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred spells or imbue familiar with spell ability expires.\nThe spell can be dispelled; if this spell fails, the spells transferred are lost as if the familiar had cast them.\nIn an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (so long as the spell's duration hasn't expired).\nIf any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand).\nAny XP costs from a transferred spell are deducted from your total when the familiar casts the spell.","short_description":"This spell allows you to transfer a number of your spells and the ability to cast them into your fami...","material_components":"0","name":"Imbue Familiar With Spell Ability","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Imbue Familiar With Spell Ability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<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 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>This spell allows you to transfer a number of your spells and the ability to cast them into your familiar.<br \/>Spontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast.<br \/>Arcanists who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared.<br \/>In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level).<br \/>Multiple castings of imbue familiar with spell ability have no effect on these limits.<br \/>The transferred spell&#39;s variable characteristics (range, duration, area, and so on) function according to your level.<br \/>Once you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred spells or imbue familiar with spell ability expires.<br \/>The spell can be dispelled; if this spell fails, the spells transferred are lost as if the familiar had cast them.<br \/>In an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (so long as the spell&#39;s duration hasn&#39;t expired).<br \/>If any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand).<br \/>Any XP costs from a transferred spell are deducted from your total when the familiar casts the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"20 ft. or 60 ft.","target":"","effect":"","area":"20-ft.-radius emanation or 60-ft.-radius burst, centered on you","duration":"1 round\/level or until discharged","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"A rush of divine energy flows through your holy symbol, infusing your body with the essence of the divine ethos. When you cast this spell, choose one non-neutral aspect of your own alignment--chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell). You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifiers and the features to which they apply are given on the following table. These modifiers end when the affected creature leaves the spell's area.\n\n|_. Alignment |_. Bonus |_. Penalty |_.\n| Chaos | +1 on attack rolls | -1 on saving throws |\n| Evil | +1 on damage rolls | -1 to Armor Class |\n| Good | +1 on saving throws | -1 on attack rolls |\n| Law | +1 to Armor Class | -1 on damage rolls |\n\nAt any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately.","short_description":"A rush of divine energy flows through your holy symbol, infusing your body with the essence of the di...","material_components":"0","name":"Aligned Aura","level":"Blackguard 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Aligned 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>Blackguard 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>20 ft. or 60 ft.<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>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 rush of divine energy flows through your holy symbol, infusing your body with the essence of the divine ethos. When you cast this spell, choose one non-neutral aspect of your own alignment&#8212;chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell). You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifiers and the features to which they apply are given on the following table. These modifiers end when the affected creature leaves the spell&#39;s area.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Alignment <\/th>\n\t\t\t<th>Bonus <\/th>\n\t\t\t<th>Penalty <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Chaos <\/td>\n\t\t\t<td> +1 on attack rolls <\/td>\n\t\t\t<td> -1 on saving throws <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Evil <\/td>\n\t\t\t<td> +1 on damage rolls <\/td>\n\t\t\t<td> -1 to Armor Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Good <\/td>\n\t\t\t<td> +1 on saving throws <\/td>\n\t\t\t<td> -1 on attack rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Law <\/td>\n\t\t\t<td> +1 to Armor Class <\/td>\n\t\t\t<td> -1 on damage rolls <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>At any point before the duration expires, you can choose to unleash the spell&#39;s remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You grant your comrade the luck of the gods.\nWith this spell, you can grant another creature a +2 luck bonus on all saving throws.\nIf the subject is also under another effect that grants saving throw bonuses, the effects stack.\nIn addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails.\nThe higher of the two rolls applies.\nOnce this option is exercised, the spell ends immediately.\nUnlike most touch spells, benediction cannot be used on yourself.\nIts effects are for the benefit of others only.","short_description":"You grant your comrade the luck of the gods.","material_components":"0","name":"Benediction","level":"Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Benediction<\/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 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 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>10 minutes\/level or until discharged<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 grant your comrade the luck of the gods.<br \/>With this spell, you can grant another creature a +2 luck bonus on all saving throws.<br \/>If the subject is also under another effect that grants saving throw bonuses, the effects stack.<br \/>In addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails.<br \/>The higher of the two rolls applies.<br \/>Once this option is exercised, the spell ends immediately.<br \/>Unlike most touch spells, benediction cannot be used on yourself.<br \/>Its effects are for the benefit of others only.<\/p><\/p>Reference: Complete Champion<\/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 or until expended","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Your comrade's body grows denser and stronger beneath your touch.\nYou grant the subject a limited resistance to ability damage.\nYou choose one of the three physical ability scores--\nStrength, Dexterity, or Constitution--when you cast the spell.\nBody ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source.\nIf, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point.\nThe spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes first.\nWhen cast multiple times upon the same subject, body ward has a synergistic effect.\nIf you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage.\nIf you use it to affect all three physical abilities at once, it wards each against 10 points of damage.\nTo achieve this synergy, the multiple castings must occur in subsequent rounds.\nThe benefits from multiple castings of body ward that protect the same ability score do not stack.","short_description":"Your comrade's body grows denser and stronger beneath your touch.","material_components":"0","name":"Body Ward","level":"Cleric 2 \/ Druid 2","full_text":"<div><p><h5>Body 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>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>1 minute\/level or until expended<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 comrade&#39;s body grows denser and stronger beneath your touch.<br \/>You grant the subject a limited resistance to ability damage.<br \/>You choose one of the three physical ability scores&#8212;<br \/>Strength, Dexterity, or Constitution&#8212;when you cast the spell.<br \/>Body ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source.<br \/>If, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point.<br \/>The spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes first.<br \/>When cast multiple times upon the same subject, body ward has a synergistic effect.<br \/>If you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage.<br \/>If you use it to affect all three physical abilities at once, it wards each against 10 points of damage.<br \/>To achieve this synergy, the multiple castings must occur in subsequent rounds.<br \/>The benefits from multiple castings of body ward that protect the same ability score do not stack.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or object touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"The divine aura that surrounds you begins to swell, sending off waves of faux power into the ether.\nBy casting bolster aura, you make the aura of the target creature or object stronger, possibly causing other creatures to assume that the target is more powerful than it actually is.\nFor every two caster levels you possess, the target of a bolster aura spell appears to have 1 Hit Die more than it actually does.\nIf the target has no aura, then bolster aura has no effect.","short_description":"The divine aura that surrounds you begins to swell, sending off waves of faux power into the ether.","material_components":"0","name":"Bolster Aura","level":"Cleric 3 \/ Paladin 4","full_text":"<div><p><h5>Bolster 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>Cleric 3 \/ 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>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 divine aura that surrounds you begins to swell, sending off waves of faux power into the ether.<br \/>By casting bolster aura, you make the aura of the target creature or object stronger, possibly causing other creatures to assume that the target is more powerful than it actually is.<br \/>For every two caster levels you possess, the target of a bolster aura spell appears to have 1 Hit Die more than it actually does.<br \/>If the target has no aura, then bolster aura has no effect.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level or until discharged (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You can sense the fibers of magic around you.\nReaching out, you pull them tight about your subject, creating an invisible cocoon of mystical forces.\nThis spell surrounds the subject with a mystical field that dampens the effects of magic.\nWhile it is in effect, the enhancement bonus of any magic weapon used against the subject is lowered by 1.\nFor instance, a +4 longsword would have only a +3 enhancement bonus on attack rolls and damage rolls when wielded against the subject.\nHowever, even if a weapon's enhancement bonus is reduced below +1, its masterwork bonus still applies.\nSimilarly, every spell, spell-like ability, or supernatural ability that affects the subject--whether it is specifically targeted on the subject or merely includes the subject in its area--takes a -1 penalty to caster level and save DC.\nThe subject of the spell can choose, as a move action, to lower this field to receive the full effects of beneficial spells, but doing so might leave him vulnerable until his next turn, since raising the effect again also requires a move action.\nOngoing magical effects already in place on the subject when dampen magic is cast (such as bull's strength or the enhancement bonuses of its own equipment) are unaffected, but any item the subject picks up and any spell he receives after dampen magic is in effect are affected as normal.\nFor every six caster levels above 7th that you possess, the spell reduces incoming effects by one additional point.\nThus, if your caster level is 13th-18th, the reduction to the enhancement bonus of weapons and the caster levels and save DCs of spells used against the subject is 2, and if your caster level is 19th or higher, the reduction is 3.\nAt any time when dampen magic has 5 or more rounds of duration left, the subject can render itself utterly immune to most magic for a brief period.\nThe effect produced is an antimagic field (PH200), which surrounds the subject to a radius of 5 feet.\nDivide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts.\nOnce that time expires, the spell ends, and once the antimagic field has been invoked, the original spell effect cannot be reinstated.","short_description":"You can sense the fibers of magic around you.","material_components":"0","name":"Dampen Magic","level":"Cleric 4","full_text":"<div><p><h5>Dampen Magic<\/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<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 or until discharged (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 can sense the fibers of magic around you.<br \/>Reaching out, you pull them tight about your subject, creating an invisible cocoon of mystical forces.<br \/>This spell surrounds the subject with a mystical field that dampens the effects of magic.<br \/>While it is in effect, the enhancement bonus of any magic weapon used against the subject is lowered by 1.<br \/>For instance, a +4 longsword would have only a +3 enhancement bonus on attack rolls and damage rolls when wielded against the subject.<br \/>However, even if a weapon&#39;s enhancement bonus is reduced below +1, its masterwork bonus still applies.<br \/>Similarly, every spell, spell-like ability, or supernatural ability that affects the subject&#8212;whether it is specifically targeted on the subject or merely includes the subject in its area&#8212;takes a -1 penalty to caster level and save DC.<br \/>The subject of the spell can choose, as a move action, to lower this field to receive the full effects of beneficial spells, but doing so might leave him vulnerable until his next turn, since raising the effect again also requires a move action.<br \/>Ongoing magical effects already in place on the subject when dampen magic is cast (such as bull&#39;s strength or the enhancement bonuses of its own equipment) are unaffected, but any item the subject picks up and any spell he receives after dampen magic is in effect are affected as normal.<br \/>For every six caster levels above 7th that you possess, the spell reduces incoming effects by one additional point.<br \/>Thus, if your caster level is 13th-18th, the reduction to the enhancement bonus of weapons and the caster levels and save DCs of spells used against the subject is 2, and if your caster level is 19th or higher, the reduction is 3.<br \/>At any time when dampen magic has 5 or more rounds of duration left, the subject can render itself utterly immune to most magic for a brief period.<br \/>The effect produced is an antimagic field (PH200), which surrounds the subject to a radius of 5 feet.<br \/>Divide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts.<br \/>Once that time expires, the spell ends, and once the antimagic field has been invoked, the original spell effect cannot be reinstated.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"Will partial","spell_resistance":"Yes","description":"You feel your deity's hand hovering over you, ready to smite anyone who harms you.\nFor the duration of this spell, any creature that attacks you--whether with a physical attack, a spell, or by other\nmeans--is struck by a retributive effect immediately after you're affected.\nThe retribution deals 1d6 points of damage per caster level you possess (maximum 15d6) and 1d4 points of ability damage.\nThe precise nature of the damage and ability damage are depend upon your deity, as given in the table below, but the damage is always one-half energy and one-half divine power.\nA successful Will save halves the hit point damage and negates the ability damage.\nOnce the retributive effect takes place, the spell ends.\nIf you do not worship a deity, choose one whose alignment is within one step of your own.\nYou must make this choice when you cast this spell for the first time and cannot subsequently change it, unless your alignment changes in such a way that your previous choice is no longer applicable.\nYou can have only one divine retribution spell in effect at any time.","short_description":"You feel your deity's hand hovering over you, ready to smite anyone who harms you.","material_components":"0","name":"Divine Retribution","level":"Cleric 5","full_text":"<div><p><h5>Divine Retribution<\/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 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>10 minutes\/level or until discharged<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 feel your deity&#39;s hand hovering over you, ready to smite anyone who harms you.<br \/>For the duration of this spell, any creature that attacks you&#8212;whether with a physical attack, a spell, or by other<br \/>means&#8212;is struck by a retributive effect immediately after you&#39;re affected.<br \/>The retribution deals 1d6 points of damage per caster level you possess (maximum 15d6) and 1d4 points of ability damage.<br \/>The precise nature of the damage and ability damage are depend upon your deity, as given in the table below, but the damage is always one-half energy and one-half divine power.<br \/>A successful Will save halves the hit point damage and negates the ability damage.<br \/>Once the retributive effect takes place, the spell ends.<br \/>If you do not worship a deity, choose one whose alignment is within one step of your own.<br \/>You must make this choice when you cast this spell for the first time and cannot subsequently change it, unless your alignment changes in such a way that your previous choice is no longer applicable.<br \/>You can have only one divine retribution spell in effect at any time.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Holy symbol touched","effect":"","area":"","duration":"1 round\/level, or until discharged","saving_throw":"Will half","spell_resistance":"No","description":"Your holy symbol is wreathed in a wrathful, iridescent glow that causes undead creatures to wither before its celestial light.\nYou temporarily infuse your holy symbol with divine power.\nIf you make a turning check before the duration expires, each undead creature that you target takes 1d8 points of damage per two caster levels you possess (maximum 10d8) in addition to effects of the turning (if any).\nThe turning check need not succeed to trigger this effect.","short_description":"Your holy symbol is wreathed in a wrathful, iridescent glow that causes undead creatures to wither be...","material_components":"0","name":"Light of Courage","level":"Cleric 6","full_text":"<div><p><h5>Light of Courage<\/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 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, or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will 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>Your holy symbol is wreathed in a wrathful, iridescent glow that causes undead creatures to wither before its celestial light.<br \/>You temporarily infuse your holy symbol with divine power.<br \/>If you make a turning check before the duration expires, each undead creature that you target takes 1d8 points of damage per two caster levels you possess (maximum 10d8) in addition to effects of the turning (if any).<br \/>The turning check need not succeed to trigger this effect.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Holy symbol touched","effect":"","area":"","duration":"1 round\/level, or until discharged","saving_throw":"None","spell_resistance":"No","description":"A warm, comforting glow surrounds your holy symbol, renewing your faith and causing the wicked monsters before you to recoil in fear.\nThis spell grants you a sacred (if you are good or neutral) or profane (if you are evil) bonus equal to one-half your divine caster level (maximum +5) on your next turning check.","short_description":"A warm, comforting glow surrounds your holy symbol, renewing your faith and causing the wicked monste...","material_components":"0","name":"Light of Faith","level":"Cleric 2","full_text":"<div><p><h5>Light of Faith<\/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 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>Touch<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>A warm, comforting glow surrounds your holy symbol, renewing your faith and causing the wicked monsters before you to recoil in fear.<br \/>This spell grants you a sacred (if you are good or neutral) or profane (if you are evil) bonus equal to one-half your divine caster level (maximum +5) on your next turning check.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Holy symbol touched","effect":"","area":"","duration":"1 round\/level, or until discharged","saving_throw":"None","spell_resistance":"No","description":"Your holy symbol gleams with a bright, white light that seems to cleanse the air around you of the foul stench emanating from your undead enemies.\nWhen you cast this spell on your holy symbol, your turning damage increases by 1d6 per four divine caster levels you possess (maximum +5d6) on your next successful turning check.","short_description":"Your holy symbol gleams with a bright, white light that seems to cleanse the air around you of the fo...","material_components":"0","name":"Light of Purity","level":"Cleric 4","full_text":"<div><p><h5>Light of Purity<\/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<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>Touch<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>Your holy symbol gleams with a bright, white light that seems to cleanse the air around you of the foul stench emanating from your undead enemies.<br \/>When you cast this spell on your holy symbol, your turning damage increases by 1d6 per four divine caster levels you possess (maximum +5d6) on your next successful turning check.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Holy symbol touched","effect":"","area":"","duration":"1 round\/level, or until discharged","saving_throw":"None","spell_resistance":"No","description":"A cool, blue radiance pours forth from your extended holy symbol, increasing your power against the foul scourge of the undead.\nWhen you cast light of wisdom upon your holy symbol, your effective turning level increases by 1 per three caster levels.\nThese bonus levels apply only for the purpose of determining the most powerful undead that your turning check can affect and whether or not the undead you turn are destroyed outright.\nThe increase has no bearing on the amount of turning damage you deal with a successful turn attempt.","short_description":"A cool, blue radiance pours forth from your extended holy symbol, increasing your power against the f...","material_components":"0","name":"Light of Wisdom","level":"Cleric 3","full_text":"<div><p><h5>Light of Wisdom<\/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<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>Touch<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>A cool, blue radiance pours forth from your extended holy symbol, increasing your power against the foul scourge of the undead.<br \/>When you cast light of wisdom upon your holy symbol, your effective turning level increases by 1 per three caster levels.<br \/>These bonus levels apply only for the purpose of determining the most powerful undead that your turning check can affect and whether or not the undead you turn are destroyed outright.<br \/>The increase has no bearing on the amount of turning damage you deal with a successful turn attempt.<\/p><\/p>Reference: Complete Champion<\/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 or object","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"With an uttered incantation and a motion of your hand, you surround your target with a haze that prevents others from discerning its true nature.\nBy casting this spell, you cloak the target in an effect that gives a false alignment reading to all divination spells.\nAt the time of casting, you must designate the alignment that you wish the spell to reveal.","short_description":"With an uttered incantation and a motion of your hand, you surround your target with a haze that prev...","material_components":"0","name":"Moral Facade","level":"Bard 3 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Moral Facade<\/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 3 \/ 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>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 (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>With an uttered incantation and a motion of your hand, you surround your target with a haze that prevents others from discerning its true nature.<br \/>By casting this spell, you cloak the target in an effect that gives a false alignment reading to all divination spells.<br \/>At the time of casting, you must designate the alignment that you wish the spell to reveal.<\/p><\/p>Reference: Complete Champion<\/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 or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Your comrade's thoughts and feelings meld with yours, each bolstering the other, through the touch of your hand.\nThis spell functions like body ward (page 117), except that you choose one of the three mental abilities--Intelligence, Wisdom, or Charisma--rather than a physical ability to be affected.","short_description":"Your comrade's thoughts and feelings meld with yours, each bolstering the other, through the touch of...","material_components":"0","name":"Soul Ward","level":"Cleric 2 \/ Druid 2","full_text":"<div><p><h5>Soul 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>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>1 minute\/level or until discharged<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 comrade&#39;s thoughts and feelings meld with yours, each bolstering the other, through the touch of your hand.<br \/>This spell functions like body ward (page 117), except that you choose one of the three mental abilities&#8212;Intelligence, Wisdom, or Charisma&#8212;rather than a physical ability to be affected.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or object touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"The normally formidable aura that marks you as a servant of a higher power recedes, leaving few traces of your allegiance visible to creatures that can see such marks.\nThis spell masks the target's aura, making it appear less powerful than it really is.\nFor every two caster levels, the target of a subdue aura spell appears to have 1 fewer Hit Die than it really does.\nIf the target has no aura, the spell has no effect.","short_description":"The normally formidable aura that marks you as a servant of a higher power recedes, leaving few trace...","material_components":"0","name":"Subdue Aura","level":"Cleric 3 \/ Paladin 4","full_text":"<div><p><h5>Subdue 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>Cleric 3 \/ 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>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 normally formidable aura that marks you as a servant of a higher power recedes, leaving few traces of your allegiance visible to creatures that can see such marks.<br \/>This spell masks the target&#39;s aura, making it appear less powerful than it really is.<br \/>For every two caster levels, the target of a subdue aura spell appears to have 1 fewer Hit Die than it really does.<br \/>If the target has no aura, the spell has no effect.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"","spell_resistance":"","description":"A small kernel of positive energy grows within your heart, warming your whole body.\nThe next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2d10+1\/caster level (maximum 10).\nIf you are already subject to an ongoing healing effect (such as vigor, or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1\/caster level and it is discharged.","short_description":"A small kernel of positive energy grows within your heart, warming your whole body.","material_components":"0","name":"Conduit of Life","level":"Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Conduit of 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>Conjuration (Healing)<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>10 minutes\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>A small kernel of positive energy grows within your heart, warming your whole body.<br \/>The next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2d10+1\/caster level (maximum 10).<br \/>If you are already subject to an ongoing healing effect (such as vigor, or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1\/caster level and it is discharged.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures per round","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"_Small orbs of light circle your head. With a gesture, you cause one to spin off and strike your friend, healing him of damage._\n\nYou create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a free action, you can launch one dart per round at an ally you designate within range. Alternatively, as a standard action, you can launch up to three darts per round at one or more designated allies within range. As a full-round action, you can launch all remaining orbs at one or more allies within range.\n\nEach dart heals 1d8 points of damage the target has taken, as though it were a cure spell.\nSince undead are powered by negative energy, this spell damages them instead of curing their wounds.\nAn undead creature can apply spell resistance to this effect, and you must make a successful ranged touch attack for each dart you attempt to launch against such a creature.","short_description":"_Small orbs of light circle your head.","material_components":"0","name":"Darts of Life","level":"Cleric 5","full_text":"<div><p><h5>Darts of 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>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<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 or more creatures per round<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><em>Small orbs of light circle your head. With a gesture, you cause one to spin off and strike your friend, healing him of damage.<\/em><\/p>\n\n\t<p>You create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a free action, you can launch one dart per round at an ally you designate within range. Alternatively, as a standard action, you can launch up to three darts per round at one or more designated allies within range. As a full-round action, you can launch all remaining orbs at one or more allies within range.<\/p>\n\n\t<p>Each dart heals 1d8 points of damage the target has taken, as though it were a cure spell.<br \/>Since undead are powered by negative energy, this spell damages them instead of curing their wounds.<br \/>An undead creature can apply spell resistance to this effect, and you must make a successful ranged touch attack for each dart you attempt to launch against such a creature.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"See text","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You feel yourself pulled forward, into the undead creature you have touched.\nYour flesh and soul grow cold, and after an instant of maddening emptiness, you reappear elsewhere.\nYou can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane.\nUpon casting this spell, you can literally step into an undead creature and emerge from another designated undead creature up to 100 miles away per caster level.\nIf you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point.\nBoth undead creatures must be your size category or larger and either willing or under your control.\n(Mindless undead are considered willing only if you control them).\nIf you worship Wee Jas, Vecna, or another deity associated with both death and magic, you gain a +4 bonus to your caster level for the purpose of determining the maximum distance you can travel.\nYou can bring along objects as long as their weight doesn't exceed your maximum load, but you cannot bring other creatures with you.\nSpecial: A dread necromancer can learn this spell through the advanced learning class feature, even though it is not a necromancy spell.","short_description":"You feel yourself pulled forward, into the undead creature you have touched.","material_components":"0","name":"Door of Decay","level":"Cleric 5","full_text":"<div><p><h5>Door of Decay<\/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>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>See text<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>You feel yourself pulled forward, into the undead creature you have touched.<br \/>Your flesh and soul grow cold, and after an instant of maddening emptiness, you reappear elsewhere.<br \/>You can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane.<br \/>Upon casting this spell, you can literally step into an undead creature and emerge from another designated undead creature up to 100 miles away per caster level.<br \/>If you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point.<br \/>Both undead creatures must be your size category or larger and either willing or under your control.<br \/>(Mindless undead are considered willing only if you control them).<br \/>If you worship Wee Jas, Vecna, or another deity associated with both death and magic, you gain a +4 bonus to your caster level for the purpose of determining the maximum distance you can travel.<br \/>You can bring along objects as long as their weight doesn&#39;t exceed your maximum load, but you cannot bring other creatures with you.<br \/>Special: A dread necromancer can learn this spell through the advanced learning class feature, even though it is not a necromancy spell.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level or until discharged","saving_throw":"","spell_resistance":"","description":"A circle of warm comfort emanates from you, enveloping those who enter in positive energy.\nBy casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds.\nThe spell has five charges when cast.\nOnce per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle.\nThe first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage.\nA creature must be conscious to draw a charge from the healing circle.\nThe spell effect delivered by each charge functions as if you had personally cast the associated spell.\nThus, the first charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on.","short_description":"A circle of warm comfort emanates from you, enveloping those who enter in positive energy.","material_components":"0","name":"Healing Circle","level":"Cleric 5 \/ Nentyar Hunter 5","full_text":"<div><p><h5>Healing Circle<\/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 \/ Nentyar Hunter 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 minute\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>A circle of warm comfort emanates from you, enveloping those who enter in positive energy.<br \/>By casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds.<br \/>The spell has five charges when cast.<br \/>Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle.<br \/>The first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage.<br \/>A creature must be conscious to draw a charge from the healing circle.<br \/>The spell effect delivered by each charge functions as if you had personally cast the associated spell.<br \/>Thus, the first charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 swift action","range":"Personal and touch","target":"You and your special mount or fiendish companion","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You and your mount utter a fierce call as one.\nThe beating of its hooves grows almost deafening, and the world around you begins to shimmer.\nIf you cast this spell while mounted on your special mount or mount-sized fiendish companion, you tap into the energies normally released only when you summon or dismiss that creature, creating a short-range teleportation effect.\nBetween a single pair of steps, you and your mount can teleport directly forward once, moving up to 5 feet per two caster levels.\nMany paladins use this spell to attack over rough terrain that would normally prevent a charge.\nBecause this spell can be cast while your mount is moving, the creature can move part of its speed both before and after the spell takes effect.\nIf you cast this spell in conjunction with master cavalier (page 124) and war-mount (page 129), the three spells have a synergistic effect.\nSee the master cavalier spell description for details.","short_description":"You and your mount utter a fierce call as one.","material_components":"0","name":"Phantom Charge","level":"Blackguard 4 \/ Paladin 4","full_text":"<div><p><h5>Phantom Charge<\/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>Blackguard 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 swift 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>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You and your mount utter a fierce call as one.<br \/>The beating of its hooves grows almost deafening, and the world around you begins to shimmer.<br \/>If you cast this spell while mounted on your special mount or mount-sized fiendish companion, you tap into the energies normally released only when you summon or dismiss that creature, creating a short-range teleportation effect.<br \/>Between a single pair of steps, you and your mount can teleport directly forward once, moving up to 5 feet per two caster levels.<br \/>Many paladins use this spell to attack over rough terrain that would normally prevent a charge.<br \/>Because this spell can be cast while your mount is moving, the creature can move part of its speed both before and after the spell takes effect.<br \/>If you cast this spell in conjunction with master cavalier (page 124) and war-mount (page 129), the three spells have a synergistic effect.<br \/>See the master cavalier spell description for details.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None or Fortitude negates; see text","spell_resistance":"No or yes; see text","description":"A soft, comforting glow emanates from the object you've touched, filling the entire area with light and warmth.\nThough seemingly gentle, the light pierces the shadows like the rays of the sun.\nThe object touched sheds light as a daylight spell (PH 216).\nIn addition, every living creature within the area of bright light (a 60-foot radius) gains fast healing 1.\nThis effect ends for a given creature if it moves out of the area of light but resumes should it reenter.\nAny undead creature within the area of light takes 1d6 points of positive energy damage per round.\nAn undead creature that is particularly vulnerable to sunlight (such as a vampire) instead takes 2d6 points of damage per round.\nA successful Fortitude save negates this damage, but the affected creature must repeat the save every round, whether it succeeds or fails.\nIf the undead creature has spell resistance, the spell must overcome it to deal damage.\nRejuvenating light counters and dispels any darkness spell of equal or lower level.","short_description":"A soft, comforting glow emanates from the object you've touched, filling the entire area with light a...","material_components":"0","name":"Rejuvenating Light","level":"Cleric 7","full_text":"<div><p><h5>Rejuvenating 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>Conjuration (Healing)<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>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 or Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>A soft, comforting glow emanates from the object you&#39;ve touched, filling the entire area with light and warmth.<br \/>Though seemingly gentle, the light pierces the shadows like the rays of the sun.<br \/>The object touched sheds light as a daylight spell (PH 216).<br \/>In addition, every living creature within the area of bright light (a 60-foot radius) gains fast healing 1.<br \/>This effect ends for a given creature if it moves out of the area of light but resumes should it reenter.<br \/>Any undead creature within the area of light takes 1d6 points of positive energy damage per round.<br \/>An undead creature that is particularly vulnerable to sunlight (such as a vampire) instead takes 2d6 points of damage per round.<br \/>A successful Fortitude save negates this damage, but the affected creature must repeat the save every round, whether it succeeds or fails.<br \/>If the undead creature has spell resistance, the spell must overcome it to deal damage.<br \/>Rejuvenating light counters and dispels any darkness spell of equal or lower level.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 rounds + 1 round\/level (maximum 30 rounds) or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The energy of life flows through you, warming your hand--and indeed your very soul.\nBut instead of swiftly infusing that life into others to heal their wounds, you feed it slowly and gradually into your ally.\nYou implant a tiny seed of positive energy into the subject's soul.\nThis seed of life grants the subject fast healing 2 for the duration of the spell, in much the same way as vigor.\nAt any point before the duration expires, the subject can exhaust the remaining positive energy in a sudden burst of healing as a standard action.\nWhen this option is exercised, roll a number of d4s equal to one-half the spell's remaining duration, rounded down (for example, 5d4 if the spell has 11 rounds remaining).\nThe result is the number of hit points of damage instantly healed.\nUsing this option ends the spell immediately.","short_description":"The energy of life flows through you, warming your hand--and indeed your very soul.","material_components":"0","name":"Seed of Life","level":"Cleric 4 \/ Druid 5 \/ Paladin 4","full_text":"<div><p><h5>Seed of 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>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 5 \/ 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 rounds + 1 round\/level (maximum 30 rounds) or until discharged<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 energy of life flows through you, warming your hand&#8212;and indeed your very soul.<br \/>But instead of swiftly infusing that life into others to heal their wounds, you feed it slowly and gradually into your ally.<br \/>You implant a tiny seed of positive energy into the subject&#39;s soul.<br \/>This seed of life grants the subject fast healing 2 for the duration of the spell, in much the same way as vigor.<br \/>At any point before the duration expires, the subject can exhaust the remaining positive energy in a sudden burst of healing as a standard action.<br \/>When this option is exercised, roll a number of d4s equal to one-half the spell&#39;s remaining duration, rounded down (for example, 5d4 if the spell has 11 rounds remaining).<br \/>The result is the number of hit points of damage instantly healed.<br \/>Using this option ends the spell immediately.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Small wooden holy symbol","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You whisper a prayer to your deity, and his symbol appears in your hand.\nYou conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one.\nThe conjured holy symbol is made of wood and is neither magical nor particularly valuable.","short_description":"You whisper a prayer to your deity, and his symbol appears in your hand.","material_components":"0","name":"Summon Holy Symbol","level":"Cleric 0 \/ Paladin 1","full_text":"<div><p><h5>Summon Holy Symbol<\/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 0 \/ 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>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Small wooden holy symbol<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 whisper a prayer to your deity, and his symbol appears in your hand.<br \/>You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one.<br \/>The conjured holy symbol is made of wood and is neither magical nor particularly valuable.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"When you pray for the power to restore that which your friend has lost, a beam of sun breaks through the clouds and bathes your hands in golden light.\nCasting touch of restoration lets you use your lay on hands ability to cure ability damage.\nWhile this spell is active, you can cure 1 point of ability damage per caster level by laying on hands, and you can split these points among different creatures if desired.\nFor every point of ability damage you cure in this manner, you must subtract 1 from your effective level when determining how many hit points of damage you can heal with your standard lay on hands ability for the remainder of the day.","short_description":"When you pray for the power to restore that which your friend has lost, a beam of sun breaks through ...","material_components":"0","name":"Touch of Restoration","level":"Paladin 2","full_text":"<div><p><h5>Touch of Restoration<\/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>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 minute<br\/><\/td><\/tr><\/table><p>\t<p>When you pray for the power to restore that which your friend has lost, a beam of sun breaks through the clouds and bathes your hands in golden light.<br \/>Casting touch of restoration lets you use your lay on hands ability to cure ability damage.<br \/>While this spell is active, you can cure 1 point of ability damage per caster level by laying on hands, and you can split these points among different creatures if desired.<br \/>For every point of ability damage you cure in this manner, you must subtract 1 from your effective level when determining how many hit points of damage you can heal with your standard lay on hands ability for the remainder of the day.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S","casting_time":"1 minute","range":"Unlimited","target":"Two plants of the same type, one of which must be in physical contact with you","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The moment your hand contacts the rough wood, your vision swims, blurs, and resolves into a different image.\nUpon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind.\nYou immediately see the surroundings of the destination plant, regardless of the distance separating the two.\nYou see the area as though you were standing in the exact spot where the destination plant stands.\nYou cannot move your field of vision from that spot, but you can rotate it in all directions to observe the area around the destination plant.\nUnlike other scrying spells, forest eyes does not allow magically or supernaturally enhanced senses to work through it.\nIf the chosen locale is magically dark, you see nothing.\nIf it is naturally dark, you can see in a 10-foot radius around the plant at the center of the spell's effect.\nBoth plants must be alive to allow use of this spell.\nYou can either select a particular destination plant that is already familiar to you, or designate a direction and distance and let forest eyes find the appropriate type of plant nearest to the desired location.","short_description":"The moment your hand contacts the rough wood, your vision swims, blurs, and resolves into a different...","material_components":"0","name":"Forest Eyes","level":"Druid 3","full_text":"<div><p><h5>Forest 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>Divination (Scrying)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 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 minute<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>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 moment your hand contacts the rough wood, your vision swims, blurs, and resolves into a different image.<br \/>Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind.<br \/>You immediately see the surroundings of the destination plant, regardless of the distance separating the two.<br \/>You see the area as though you were standing in the exact spot where the destination plant stands.<br \/>You cannot move your field of vision from that spot, but you can rotate it in all directions to observe the area around the destination plant.<br \/>Unlike other scrying spells, forest eyes does not allow magically or supernaturally enhanced senses to work through it.<br \/>If the chosen locale is magically dark, you see nothing.<br \/>If it is naturally dark, you can see in a 10-foot radius around the plant at the center of the spell&#39;s effect.<br \/>Both plants must be alive to allow use of this spell.<br \/>You can either select a particular destination plant that is already familiar to you, or designate a direction and distance and let forest eyes find the appropriate type of plant nearest to the desired location.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"","spell_resistance":"","description":"Your mind opens to the secrets of the cosmos and briefly touches the omniscience of the gods.\nYou gain a +5 insight bonus on all Knowledge checks.\nAt any point before the duration expires, you can make a check with a Knowledge skill in which you have no ranks, or retry a Knowledge check you have previously failed.\nThe +5 insight bonus still applies in both of those cases, but utilizing this option reduces the spell's remaining duration to 1 minute\/level.\nIf you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5--even if you did not choose that domain.","short_description":"Your mind opens to the secrets of the cosmos and briefly touches the omniscience of the gods.","material_components":"0","name":"Lore of the Gods","level":"Cleric 2","full_text":"<div><p><h5>Lore of the Gods<\/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<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 or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>Your mind opens to the secrets of the cosmos and briefly touches the omniscience of the gods.<br \/>You gain a +5 insight bonus on all Knowledge checks.<br \/>At any point before the duration expires, you can make a check with a Knowledge skill in which you have no ranks, or retry a Knowledge check you have previously failed.<br \/>The +5 insight bonus still applies in both of those cases, but utilizing this option reduces the spell&#39;s remaining duration to 1 minute\/level.<br \/>If you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5&#8212;even if you did not choose that domain.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"When you chant the final words of your incantation, a soft, comforting voice seems to whisper in your ear, What knowledge may I impart to you?\nSpiritual advisor allows you to consult with a spirit, an angel, or some other divine aspect of your deity.\nThis advisor manifests as a barely shimmering orb that floats above one of your shoulders.\nWhen it speaks, only you can hear its counsel.\nAs long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge.\nThis knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect.\nYou can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell.","short_description":"When you chant the final words of your incantation, a soft, comforting voice seems to whisper in your...","material_components":"0","name":"Spiritual Advisor","level":"Cleric 4","full_text":"<div><p><h5>Spiritual Advisor<\/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>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 chant the final words of your incantation, a soft, comforting voice seems to whisper in your ear, &quot;What knowledge may I impart to you?&quot;<br \/>Spiritual advisor allows you to consult with a spirit, an angel, or some other divine aspect of your deity.<br \/>This advisor manifests as a barely shimmering orb that floats above one of your shoulders.<br \/>When it speaks, only you can hear its counsel.<br \/>As long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge.<br \/>This knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect.<br \/>You can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell.<\/p><\/p>Reference: Complete Champion<\/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","spell_resistance":"Yes","description":"Your deity's laughter rains down on your suddenly clumsy foe.\nBewildering mischance causes extreme bad luck to befall the target.\nFor the duration of the spell, the subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls.","short_description":"Your deity's laughter rains down on your suddenly clumsy foe.","material_components":"0","name":"Bewildering Mischance","level":"Adept 5 \/ Cleric 5 \/ Shugenja 5","full_text":"<div><p><h5>Bewildering Mischance<\/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>Adept 5 \/ Cleric 5 \/ Shugenja 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<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 deity&#39;s laughter rains down on your suddenly clumsy foe.<br \/>Bewildering mischance causes extreme bad luck to befall the target.<br \/>For the duration of the spell, the subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Short (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your opponent's eyes try to follow your gestures while you cast, and they fail to refocus when you finish.\nYou render the target unable to follow your movements effectively.\nThe subject takes a -2 penalty on attack rolls made against you, and you gain a +2 circumstance bonus on attack rolls made against it.\nIf you worship a deity that provides access to the Trickery domain--even if you did not choose that domain--these\nmodifiers rise to -3 and +3, respectively.\nFurthermore, the subject cannot make attacks of opportunity against you.\nIf you successfully cast this spell on the same subject in each of 2 consecutive rounds, these beneficial effects extend to your allies as well.","short_description":"Your opponent's eyes try to follow your gestures while you cast, and they fail to refocus when you fi...","material_components":"0","name":"Confound","level":"Cleric 4","full_text":"<div><p><h5>Confound<\/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 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>Short (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>Your opponent&#39;s eyes try to follow your gestures while you cast, and they fail to refocus when you finish.<br \/>You render the target unable to follow your movements effectively.<br \/>The subject takes a -2 penalty on attack rolls made against you, and you gain a +2 circumstance bonus on attack rolls made against it.<br \/>If you worship a deity that provides access to the Trickery domain&#8212;even if you did not choose that domain&#8212;these<br \/>modifiers rise to -3 and +3, respectively.<br \/>Furthermore, the subject cannot make attacks of opportunity against you.<br \/>If you successfully cast this spell on the same subject in each of 2 consecutive rounds, these beneficial effects extend to your allies as well.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will partial","spell_resistance":"Yes","description":"Your will clamps down on the subject's mind, making the slightest movement a strenuous effort.\nThis spell locks the subject in place.\nAn affected creature is capable of taking actions, such as attacking or casting spells, but it cannot step from its current square (or squares, if it occupies more than one).\nThe subject also takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves while so rooted.\nif the subject succeeds on the initial Will save, it suffers no ill effects and the spell ends immediately.\nIf it fails the initial save, it can attempt a new Will save every round thereafter.\nOnce the subject succeeds on one of these secondary saves, it can move, but its base speed is reduced by 10 feet (to a minimum of 5 feet) for the duration of the spell.\nIf the subject has multiple modes of movement, each is reduced accordingly.\nIf the subject is already under an effect that curtails its ability to move (such as slow or hold person), it also takes a -4 penalty to Dexterity for the duration of this spell, even if the other effect ends before this one does.","short_description":"Your will clamps down on the subject's mind, making the slightest movement a strenuous effort.","material_components":"0","name":"Impede","level":"Cleric 1","full_text":"<div><p><h5>Impede<\/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 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 round\/level (D)<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>Your will clamps down on the subject&#39;s mind, making the slightest movement a strenuous effort.<br \/>This spell locks the subject in place.<br \/>An affected creature is capable of taking actions, such as attacking or casting spells, but it cannot step from its current square (or squares, if it occupies more than one).<br \/>The subject also takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves while so rooted.<br \/>if the subject succeeds on the initial Will save, it suffers no ill effects and the spell ends immediately.<br \/>If it fails the initial save, it can attempt a new Will save every round thereafter.<br \/>Once the subject succeeds on one of these secondary saves, it can move, but its base speed is reduced by 10 feet (to a minimum of 5 feet) for the duration of the spell.<br \/>If the subject has multiple modes of movement, each is reduced accordingly.<br \/>If the subject is already under an effect that curtails its ability to move (such as slow or hold person), it also takes a -4 penalty to Dexterity for the duration of this spell, even if the other effect ends before this one does.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 round","range":"20 ft. Area: 20-ft.-radius burst centered on you","target":"","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You feel your deity speaking through you to other gods, filling the space around you with diverse divine energies that strengthen your ally._\n\nWhen you cast _interfaith blessing_, every creature within range is individually blessed by its own deity for the duration of the spell. The specific blessing gained depends on the particular deity worshiped, as given on the table below. A subject that venerates more than one deity must roll randomly to determine which blessing is received.\n\n|_. Deity |_. Blessing |\n| Bahamut, St. Cuthbert, or Yondalla | +1 on attack rolls and saves |\n| Boccob, Corellon Larethian, Vecna, or Wee Jas | +1 on attack rolls and skill checks |\n| Ehlonna, Obad-Hai, or the general worship of nature | +1 on attack rolls and to AC |\n| Erythnul, Gruumsh, or Lolth | +2 on damage rolls |\n| Fharlanghn, Moradin, or Pelor | +2 to AC |\n| Garl Glittergold, Olidammara, or no deity | Roll 1d8 to determine blessing; a result of 6 is player's choice |\n| Heironeous, Hextor, or Nerull | +2 on attack rolls |\n| Kord, Kurtulmak, or Tiamat | +1 on attack rolls and damage rolls |","short_description":"_You feel your deity speaking through you to other gods, filling the space around you with diverse di...","material_components":"0","name":"Interfaith Blessing","level":"Adept 2 \/ Cleric 2 \/ Druid 2 \/ Shugenja 2","full_text":"<div><p><h5>Interfaith Blessing<\/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>Adept 2 \/ Cleric 2 \/ Druid 2 \/ Shugenja 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 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft. Area: 20-ft.-radius burst centered on you<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><em>You feel your deity speaking through you to other gods, filling the space around you with diverse divine energies that strengthen your ally.<\/em><\/p>\n\n\t<p>When you cast <em>interfaith blessing<\/em>, every creature within range is individually blessed by its own deity for the duration of the spell. The specific blessing gained depends on the particular deity worshiped, as given on the table below. A subject that venerates more than one deity must roll randomly to determine which blessing is received.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Deity <\/th>\n\t\t\t<th>Blessing <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bahamut, St. Cuthbert, or Yondalla <\/td>\n\t\t\t<td> +1 on attack rolls and saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Boccob, Corellon Larethian, Vecna, or Wee Jas <\/td>\n\t\t\t<td> +1 on attack rolls and skill checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ehlonna, Obad-Hai, or the general worship of nature <\/td>\n\t\t\t<td> +1 on attack rolls and to AC <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Erythnul, Gruumsh, or Lolth <\/td>\n\t\t\t<td> +2 on damage rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fharlanghn, Moradin, or Pelor <\/td>\n\t\t\t<td> +2 to AC <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Garl Glittergold, Olidammara, or no deity <\/td>\n\t\t\t<td> Roll 1d8 to determine blessing; a result of 6 is player&#39;s choice <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Heironeous, Hextor, or Nerull <\/td>\n\t\t\t<td> +2 on attack rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kord, Kurtulmak, or Tiamat <\/td>\n\t\t\t<td> +1 on attack rolls and damage rolls <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level or permanent; see text","saving_throw":"Will partial","spell_resistance":"Yes","description":"You bring forth the subject's inner sins and crimes, causing them to manifest in its appearance and aura.\nYour successful touch attack leaves a mystical mark upon the subject.\nAfter a number of rounds equal to your divine caster level, the subject is entitled to a Will save.\nSuccess ends the spell at that point, but failure renders the mark of sin permanent.\nThough the mark is invisible, all living creatures can sense its presence and are repulsed by it.\nThus, they begin their initial interactions with the subject one step nearer to a hostile attitude than they normally would, unless they already know the subject personally.\nFurthermore, the subject takes a -10 circumstance penalty on all Diplomacy checks designed to change the attitudes of others.\n(See Diplomacy, PH 71).\nIn addition, the subject takes a -4 penalty to a specific ability score based on your deity, as given in the table for the divine retribution spell (page 119).\nThis penalty cannot be removed in any way as long as the mark of sin remains, if you do not worship a deity, you must choose one whose alignment is within one step of your own when you cast this spell for the first time.\nThis choice is for the purpose of this effect only, and you cannot subsequently change it unless your ] alignment shifts in such a way that your previous choice is no longer applicable.\nA mark of sin cannot be dispelled, but it can be removed with a break enchantment, limited wish,miracle, remove curse,\nor wish spell.\nRemove curse works only if its caster level is equal to or higher than that of the mark of sin.","short_description":"You bring forth the subject's inner sins and crimes, causing them to manifest in its appearance and a...","material_components":"0","name":"Mark of Sin","level":"Cleric 5","full_text":"<div><p><h5>Mark 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<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 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 or permanent; see text<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 bring forth the subject&#39;s inner sins and crimes, causing them to manifest in its appearance and aura.<br \/>Your successful touch attack leaves a mystical mark upon the subject.<br \/>After a number of rounds equal to your divine caster level, the subject is entitled to a Will save.<br \/>Success ends the spell at that point, but failure renders the mark of sin permanent.<br \/>Though the mark is invisible, all living creatures can sense its presence and are repulsed by it.<br \/>Thus, they begin their initial interactions with the subject one step nearer to a hostile attitude than they normally would, unless they already know the subject personally.<br \/>Furthermore, the subject takes a -10 circumstance penalty on all Diplomacy checks designed to change the attitudes of others.<br \/>(See Diplomacy, PH 71).<br \/>In addition, the subject takes a -4 penalty to a specific ability score based on your deity, as given in the table for the divine retribution spell (page 119).<br \/>This penalty cannot be removed in any way as long as the mark of sin remains, if you do not worship a deity, you must choose one whose alignment is within one step of your own when you cast this spell for the first time.<br \/>This choice is for the purpose of this effect only, and you cannot subsequently change it unless your ] alignment shifts in such a way that your previous choice is no longer applicable.<br \/>A mark of sin cannot be dispelled, but it can be removed with a break enchantment, limited wish,miracle, remove curse,<br \/>or wish spell.<br \/>Remove curse works only if its caster level is equal to or higher than that of the mark of sin.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"When you clutch your holy symbol, it pulses briefly with divine power, then grows oddly cold beneath your fingers.\nChoose one non-neutral aspect of your own alignment--\nchaotic, evil, good, or lawful.\nIf you are neutral, you must choose an alignment component for this spell when you first cast it, and this choice cannot be altered for subsequent castings unless your alignment has changed in such a way as to make that choice unsuitable.\nThe spell takes on the descriptor of the selected alignment component.\nUpon casting this spell, you can use one of your daily turn or rebuke attempts to turn creatures with the opposing alignment subtype as though they were undead.\nFor instance, if you cast turn anathema as a good spell, you could attempt to turn creatures of the evil subtype, such as demons.\nYou could not, however, turn a red dragon, because although it is an evil creature, it lacks the evil subtype.\nThis spell allows only turning, not rebuking or destroying, even if you normally rebuke rather than turn.\nYou can use as many of your daily turn\/rebuke attempts as you wish in this way for the duration of the spell.","short_description":"When you clutch your holy symbol, it pulses briefly with divine power, then grows oddly cold beneath ...","material_components":"0","name":"Turn Anathema","level":"Blackguard 2 \/ Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Turn 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>Blackguard 2 \/ 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>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>When you clutch your holy symbol, it pulses briefly with divine power, then grows oddly cold beneath your fingers.<br \/>Choose one non-neutral aspect of your own alignment&#8212;<br \/>chaotic, evil, good, or lawful.<br \/>If you are neutral, you must choose an alignment component for this spell when you first cast it, and this choice cannot be altered for subsequent castings unless your alignment has changed in such a way as to make that choice unsuitable.<br \/>The spell takes on the descriptor of the selected alignment component.<br \/>Upon casting this spell, you can use one of your daily turn or rebuke attempts to turn creatures with the opposing alignment subtype as though they were undead.<br \/>For instance, if you cast turn anathema as a good spell, you could attempt to turn creatures of the evil subtype, such as demons.<br \/>You could not, however, turn a red dragon, because although it is an evil creature, it lacks the evil subtype.<br \/>This spell allows only turning, not rebuking or destroying, even if you normally rebuke rather than turn.<br \/>You can use as many of your daily turn\/rebuke attempts as you wish in this way for the duration of the spell.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"5 ft.","target":"","effect":"A phantasmal knight","area":"","duration":"1 minute\/level or 1 round\/level; see text","saving_throw":"None","spell_resistance":"No","description":"The sound of hoofbeats begins in the distance and draws swiftly nearer.\nAs though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side.\nThe holy symbol of your deity is emblazoned across his tabard and shield.\nBy casting this spell, you create a translucent knight made of force.\nIt remains within 5 feet of you at all times, constantly matching your speed and mode of travel--even if you are mounted or magically accelerated.\nAny time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 deflection bonus to Armor Class.\nAs a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet.\nIt strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll.\nThe attack deals 1d8 points of force damage +1 extra point per three caster levels (maximum +10).\nAt any point before the spell expires, you can turn the knight loose and order it to fight on its own.\nIt then moves at a speed of 60 feet to attack any foe you designate.\nIt continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows.\nYou need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action.\nIf its opponent falls, the knight waits for your direction.\nOnce you have turned the knight loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it.\nFurthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis.","short_description":"The sound of hoofbeats begins in the distance and draws swiftly nearer.","material_components":"0","name":"Spiritual Guardian","level":"Cleric 6","full_text":"<div><p><h5>Spiritual 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>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<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>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A phantasmal knight<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or 1 round\/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>The sound of hoofbeats begins in the distance and draws swiftly nearer.<br \/>As though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side.<br \/>The holy symbol of your deity is emblazoned across his tabard and shield.<br \/>By casting this spell, you create a translucent knight made of force.<br \/>It remains within 5 feet of you at all times, constantly matching your speed and mode of travel&#8212;even if you are mounted or magically accelerated.<br \/>Any time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 deflection bonus to Armor Class.<br \/>As a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet.<br \/>It strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll.<br \/>The attack deals 1d8 points of force damage +1 extra point per three caster levels (maximum +10).<br \/>At any point before the spell expires, you can turn the knight loose and order it to fight on its own.<br \/>It then moves at a speed of 60 feet to attack any foe you designate.<br \/>It continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows.<br \/>You need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action.<br \/>If its opponent falls, the knight waits for your direction.<br \/>Once you have turned the knight loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it.<br \/>Furthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis.<\/p><\/p>Reference: Complete Champion<\/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, then 1 round\/level or permanent; see text","saving_throw":"Fortitude partial, then Will partial; see text","spell_resistance":"Yes","description":"You use the raw power of your deity to reach into your target's soul and pull forth its sins, leaving their horror exposed for all to see.\nYou affect the target differently based on how its alignment compares to your own.\nIf the target's alignment is the same as yours, weight of sin has no effect.\nIf the target's alignment differs from yours but contains no directly opposing components (for example, the target is neutral good and you are lawful neutral), the spell deals 1\npoint of damage per caster level (maximum 15) and has no secondary effect.\nIf the target's alignment has one aspect opposed to yours (such as law\/chaos), but not both, the spell deals 1d4 points of damage per caster level (maximum 15d4), and the subject suffers a minor secondary effect (see the table above).\nIf the target's alignment is diametrically opposed to yours (such as lawful good\/chaotic evil), the spell deals 1d6 points of damage per caster level (maximum 15d6), and the subject suffers a moderate secondary effect (see the table below).\nIf you cast this spell on the same target in 2 consecutive rounds, any secondary effect the spell has increases by one step in severity.\nThat is, if the spell caused a minor effect on the first casting, it now causes a moderate effect, and if it caused a moderate effect, it now causes a major effect.\nMinor and moderate effects end in 1 round per caster level, but major effects are permanent until dispelled.\nIn all cases, the subject is entitled to a Fortitude save for half damage, and then a Will save to negate the secondary effect, if any.\nThe target is entitled to this Will save even if the spell duplicated by the secondary effect normally does not permit one.","short_description":"You use the raw power of your deity to reach into your target's soul and pull forth its sins, leaving...","material_components":"0","name":"Weight of Sin","level":"Cleric 6","full_text":"<div><p><h5>Weight 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>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<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, then 1 round\/level or permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial, then 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 use the raw power of your deity to reach into your target&#39;s soul and pull forth its sins, leaving their horror exposed for all to see.<br \/>You affect the target differently based on how its alignment compares to your own.<br \/>If the target&#39;s alignment is the same as yours, weight of sin has no effect.<br \/>If the target&#39;s alignment differs from yours but contains no directly opposing components (for example, the target is neutral good and you are lawful neutral), the spell deals 1<br \/>point of damage per caster level (maximum 15) and has no secondary effect.<br \/>If the target&#39;s alignment has one aspect opposed to yours (such as law\/chaos), but not both, the spell deals 1d4 points of damage per caster level (maximum 15d4), and the subject suffers a minor secondary effect (see the table above).<br \/>If the target&#39;s alignment is diametrically opposed to yours (such as lawful good\/chaotic evil), the spell deals 1d6 points of damage per caster level (maximum 15d6), and the subject suffers a moderate secondary effect (see the table below).<br \/>If you cast this spell on the same target in 2 consecutive rounds, any secondary effect the spell has increases by one &quot;step&quot; in severity.<br \/>That is, if the spell caused a minor effect on the first casting, it now causes a moderate effect, and if it caused a moderate effect, it now causes a major effect.<br \/>Minor and moderate effects end in 1 round per caster level, but major effects are permanent until dispelled.<br \/>In all cases, the subject is entitled to a Fortitude save for half damage, and then a Will save to negate the secondary effect, if any.<br \/>The target is entitled to this Will save even if the spell duplicated by the secondary effect normally does not permit one.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","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","spell_resistance":"Yes","description":"You channel the mockery of the trickster deities to sow dissension among your opponents.\nBy casting this spell, you cause the subject to believe that one ally and one enemy have traded places.\nThe ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy looks and sounds exactly like the subject's nearest ally.\nBoth the ally and the enemy must be within the spell's range, and the effect ends immediately if either moves out of its range from you.\nThe illusion affects only the subject.","short_description":"You channel the mockery of the trickster deities to sow dissension among your opponents.","material_components":"0","name":"Bewildering Substitution","level":"Adept 2 \/ Cleric 2 \/ Shugenja 2","full_text":"<div><p><h5>Bewildering Substitution<\/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>Adept 2 \/ Cleric 2 \/ Shugenja 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>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 channel the mockery of the trickster deities to sow dissension among your opponents.<br \/>By casting this spell, you cause the subject to believe that one ally and one enemy have traded places.<br \/>The ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy looks and sounds exactly like the subject&#39;s nearest ally.<br \/>Both the ally and the enemy must be within the spell&#39;s range, and the effect ends immediately if either moves out of its range from you.<br \/>The illusion affects only the subject.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","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","spell_resistance":"Yes","description":"You channel mischievous divine energy to envelop your foe in sickened disorientation.\nThis spell makes the world appear to be tossing and rippling in a nauseating manner.\nThe subject is sickened for the duration of the spell and must make a Fortitude save or be nauseated.\nThis saving throw must be repeated each round.","short_description":"You channel mischievous divine energy to envelop your foe in sickened disorientation.","material_components":"0","name":"Bewildering Visions","level":"Adept 2 \/ Cleric 2 \/ Shugenja 2","full_text":"<div><p><h5>Bewildering Visions<\/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>Adept 2 \/ Cleric 2 \/ Shugenja 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>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 channel mischievous divine energy to envelop your foe in sickened disorientation.<br \/>This spell makes the world appear to be tossing and rippling in a nauseating manner.<br \/>The subject is sickened for the duration of the spell and must make a Fortitude save or be nauseated.<br \/>This saving throw must be repeated each round.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your touch thins the blood of your target, causing it to spill with unnatural ease.\nFor the duration of the spell, the subject bleeds profusely through any open wound.\nEach new hit from a piercing or slashing weapon or effect that deals damage to the subject also deals 1 point of Constitution damage.\nThis ability damage is not multiplied on a critical hit.\nBecause this spell thins the subject's blood, repeated uses cause additional difficulty.\nIn addition to the extra damage, a target subjected to a second use of this spell before the first has expired also takes a -4 penalty on Fortitude saves against disease, poison, or the sickened and nauseated conditions.\nCreatures with no discernible anatomy (such as plants and oozes) and those immune to critical hits (such as undead and constructs) are immune to this spell.","short_description":"Your touch thins the blood of your target, causing it to spill with unnatural ease.","material_components":"0","name":"Bleed","level":"Blackguard 4 \/ Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Bleed<\/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 4 \/ 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>1 round\/level (D)<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>Your touch thins the blood of your target, causing it to spill with unnatural ease.<br \/>For the duration of the spell, the subject bleeds profusely through any open wound.<br \/>Each new hit from a piercing or slashing weapon or effect that deals damage to the subject also deals 1 point of Constitution damage.<br \/>This ability damage is not multiplied on a critical hit.<br \/>Because this spell thins the subject&#39;s blood, repeated uses cause additional difficulty.<br \/>In addition to the extra damage, a target subjected to a second use of this spell before the first has expired also takes a -4 penalty on Fortitude saves against disease, poison, or the sickened and nauseated conditions.<br \/>Creatures with no discernible anatomy (such as plants and oozes) and those immune to critical hits (such as undead and constructs) are immune to this spell.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"Will negates","spell_resistance":"Yes","description":"You channel the wrath of your deity through a simple touch, inflicting misfortune on your foe.\nWith a touch, you impose a -2 penalty on all of another creature's saving throws.\nIf the subject is also under another effect that imposes saving throw penalties, the effects stack.\nAt any point before the spell's duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action.\nYou can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time.\nThe lower of the two rolls applies.\nOnce this option is exercised, the spell ends immediately.","short_description":"You channel the wrath of your deity through a simple touch, inflicting misfortune on your foe.","material_components":"0","name":"Execration","level":"Blackguard 2 \/ Cleric 2","full_text":"<div><p><h5>Execration<\/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 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 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>10 minutes\/level or until discharged<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 channel the wrath of your deity through a simple touch, inflicting misfortune on your foe.<br \/>With a touch, you impose a -2 penalty on all of another creature&#39;s saving throws.<br \/>If the subject is also under another effect that imposes saving throw penalties, the effects stack.<br \/>At any point before the spell&#39;s duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action.<br \/>You can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time.<br \/>The lower of the two rolls applies.<br \/>Once this option is exercised, the spell ends immediately.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None or Fortitude negates; see text","spell_resistance":"No or yes; see text","description":"Tendrils of shadow leap from the object you've touched, then swiftly form into an all-encompassing wave.\nThe spreading night seems to blot out both light and life.\nThe object touched sheds darkness as a deeper darkness spell (PH 217).\nIn addition, every living creature within the area of the resulting darkness (a 60-foot radius) takes 1d6 points of negative energy damage per round.\nAny creature under the influence of an ongoing negative energy effect (such as negative levels or necromantic-based ability damage) instead takes 2d6 points of damage per round.\nThis effect ends for a given creature if it moves out of the area of darkness but resumes should it reenter.\nA successful Fortitude save negates the damage, but the affected creaturemust repeat the save every round, whether it succeeds or fails.\nIf a creature has spell resistance, the spell must overcome it to deal damage.\nAny undead creature within the darkness instead gains fast healing 1.\nRavenous darkness counters and dispels any light spell of equal or lower level.","short_description":"Tendrils of shadow leap from the object you've touched, then swiftly form into an all-encompassing wa...","material_components":"0","name":"Ravenous Darkness","level":"Cleric 7","full_text":"<div><p><h5>Ravenous 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>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>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 or Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>Tendrils of shadow leap from the object you&#39;ve touched, then swiftly form into an all-encompassing wave.<br \/>The spreading night seems to blot out both light and life.<br \/>The object touched sheds darkness as a deeper darkness spell (PH 217).<br \/>In addition, every living creature within the area of the resulting darkness (a 60-foot radius) takes 1d6 points of negative energy damage per round.<br \/>Any creature under the influence of an ongoing negative energy effect (such as negative levels or necromantic-based ability damage) instead takes 2d6 points of damage per round.<br \/>This effect ends for a given creature if it moves out of the area of darkness but resumes should it reenter.<br \/>A successful Fortitude save negates the damage, but the affected creaturemust repeat the save every round, whether it succeeds or fails.<br \/>If a creature has spell resistance, the spell must overcome it to deal damage.<br \/>Any undead creature within the darkness instead gains fast healing 1.<br \/>Ravenous darkness counters and dispels any light spell of equal or lower level.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Shield or heavy armor touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"Calling upon your patron for protection, you imbue your defenses with an unnatural resilience.\nYou must either be holding a shield or wearing heavy armor to cast this spell.\nThe shield or armor gains a +1 enhancement bonus plus an additional special ability that depends on your deity, as given on the table below.\nThis enhancement bonus is defensive only; it does not cause a shield to function as a magic weapon if it is used to make a shield bash.\nThe enhancement bonus of the armor or shield is +2 if your caster level is 9th-11th, +3 if it's 12th-14th level, +4 if it's 15th-16th, and +5 if it's 18th or higher.","short_description":"Calling upon your patron for protection, you imbue your defenses with an unnatural resilience.","material_components":"0","name":"Deific Bastion","level":"Blackguard 3 \/ Cleric 3 \/ Paladin 3","full_text":"<div><p><h5>Deific Bastion<\/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 \/ Cleric 3 \/ 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>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 (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>Calling upon your patron for protection, you imbue your defenses with an unnatural resilience.<br \/>You must either be holding a shield or wearing heavy armor to cast this spell.<br \/>The shield or armor gains a +1 enhancement bonus plus an additional special ability that depends on your deity, as given on the table below.<br \/>This enhancement bonus is defensive only; it does not cause a shield to function as a magic weapon if it is used to make a shield bash.<br \/>The enhancement bonus of the armor or shield is +2 if your caster level is 9th-11th, +3 if it&#39;s 12th-14th level, +4 if it&#39;s 15th-16th, and +5 if it&#39;s 18th or higher.<\/p><\/p>Reference: Complete Champion<\/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":"Your back straightens, your eyes flash, and your aura pulses with divine might.\nYou channel a tiny spark of the divine, granting yourself nearly inhuman presence.\nYou gain a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Intimidate checks made against anyone who does not worship your deity.\nWhen making such checks against individuals who have one alignment component opposed to yours (chaos\/law or good\/evil), this bonus becomes +10.\nWhen making such checks against someone whose alignment is diametrically opposed to yours, the bonus becomes +15.","short_description":"Your back straightens, your eyes flash, and your aura pulses with divine might.","material_components":"0","name":"Divine Presence","level":"Blackguard 2 \/ Cleric 2 \/ Druid 2 \/ Paladin 2","full_text":"<div><p><h5>Divine Presence<\/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 2 \/ 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<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>Your back straightens, your eyes flash, and your aura pulses with divine might.<br \/>You channel a tiny spark of the divine, granting yourself nearly inhuman presence.<br \/>You gain a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Intimidate checks made against anyone who does not worship your deity.<br \/>When making such checks against individuals who have one alignment component opposed to yours (chaos\/law or good\/evil), this bonus becomes +10.<br \/>When making such checks against someone whose alignment is diametrically opposed to yours, the bonus becomes +15.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","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":"Your body twists and reshapes itself, allowing you brief freedom from the confines of a wholly humanoid shape.\nUpon casting this spell, you briefly acquire a new movement mode and speed, as given on the table below.\nUnlike most deity-variable spells, footsteps of the divine does not limit you to the option offered by your own deity; you are free to choose any option presented on the table.\nIf you choose an option offered by a deity other than your own, however, the spell duration is halved.\nYou can choose only one option per casting.\nYour assumption of a new movement mode, if any, imposes certain physical changes on you.\nFor instance, if footsteps of the divine grants you flight, you grow wings; if it grants you a burrow speed, you grow heavy digging claws; and so forth.\nA -- entry indicates that you gain no new movement type, but your base speed increases by the amount indicated.\nAt any point before the duration expires, you can choose to employ a burst of truly inhuman speed.\nDoing so adds an additional +10 feet to your speed per round remaining in the spell's duration.\nHowever, this effect lasts for only a single round, after which the spell ends.","short_description":"Your body twists and reshapes itself, allowing you brief freedom from the confines of a wholly humano...","material_components":"0","name":"Footsteps of the Divine","level":"Cleric 3","full_text":"<div><p><h5>Footsteps of the Divine<\/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<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>Your body twists and reshapes itself, allowing you brief freedom from the confines of a wholly humanoid shape.<br \/>Upon casting this spell, you briefly acquire a new movement mode and speed, as given on the table below.<br \/>Unlike most deity-variable spells, footsteps of the divine does not limit you to the option offered by your own deity; you are free to choose any option presented on the table.<br \/>If you choose an option offered by a deity other than your own, however, the spell duration is halved.<br \/>You can choose only one option per casting.<br \/>Your assumption of a new movement mode, if any, imposes certain physical changes on you.<br \/>For instance, if footsteps of the divine grants you flight, you grow wings; if it grants you a burrow speed, you grow heavy digging claws; and so forth.<br \/>A &quot;&#8212;&quot; entry indicates that you gain no new movement type, but your base speed increases by the amount indicated.<br \/>At any point before the duration expires, you can choose to employ a burst of truly inhuman speed.<br \/>Doing so adds an additional +10 feet to your speed per round remaining in the spell&#39;s duration.<br \/>However, this effect lasts for only a single round, after which the spell ends.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One wooden duplicate","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The tree trunk bulges, then spits forth a humanoid form made of wood.\nIts features shift, creaking and cracking, until they resemble your own.\nYou draw forth a humanoid figure from the wood of a tree that is at least one size category larger than yourself.\nThe figure is your size and clearly made of wood, but it resembles you sufficiently that anyone who knows you can recognize your features in its face.\nThe figure can emerge from the tree you touch, or from any tree of the same type within the spell's range.\nThereafter, if you and the forest child separate by more than the maximum range of the spell, or if you lose line of effect to it, it vanishes instantly and the spell ends.\nA forest child mimics your actions, including speech, unless you direct it to act differently as a move action.\nYou can see through its eyes and hear through its ears as if you were standing in its location, and you can switch from using its senses to using your own, or back again, as a free action anytime during your turn.\nWhile you are using its senses, your own body is considered blinded and deafened.\nIf you desire, any spell you cast whose range is touch or greater can originate from the forest child instead of from you.\nIt cannot, however, cast any spells on itself.\nSpells cast through the forest child function normally in all respects except for the point of origin.\nA forest child has a number of hit points equal to your character level.\nIf you use it to attack physically, you take a -4 penalty on attack rolls, and it deals damage equal to your unarmed damage.\nAs a standard action, you can change places with your duplicate.\n(Although the spell itself is a transmutation, this usage is a conjuration [teleportation] effect).\nMaking use of this option reduces the remaining duration of the spell by 5 rounds.\nIf you have fewer than 5 rounds of duration left, you cannot invoke this ability.\nIf you cast this spell along with both forest eyes and forest voice (see below), the duration of forest child doubles, and its range quadruples.\nMaterial Component: A small hardwood replica of yourself, which costs 10 gp to create.","short_description":"The tree trunk bulges, then spits forth a humanoid form made of wood.","material_components":"0","name":"Forest Child","level":"Druid 8","full_text":"<div><p><h5>Forest Child<\/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>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>One wooden duplicate<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>The tree trunk bulges, then spits forth a humanoid form made of wood.<br \/>Its features shift, creaking and cracking, until they resemble your own.<br \/>You draw forth a humanoid figure from the wood of a tree that is at least one size category larger than yourself.<br \/>The figure is your size and clearly made of wood, but it resembles you sufficiently that anyone who knows you can recognize your features in its face.<br \/>The figure can emerge from the tree you touch, or from any tree of the same type within the spell&#39;s range.<br \/>Thereafter, if you and the forest child separate by more than the maximum range of the spell, or if you lose line of effect to it, it vanishes instantly and the spell ends.<br \/>A forest child mimics your actions, including speech, unless you direct it to act differently as a move action.<br \/>You can see through its eyes and hear through its ears as if you were standing in its location, and you can switch from using its senses to using your own, or back again, as a free action anytime during your turn.<br \/>While you are using its senses, your own body is considered blinded and deafened.<br \/>If you desire, any spell you cast whose range is touch or greater can originate from the forest child instead of from you.<br \/>It cannot, however, cast any spells on itself.<br \/>Spells cast through the forest child function normally in all respects except for the point of origin.<br \/>A forest child has a number of hit points equal to your character level.<br \/>If you use it to attack physically, you take a -4 penalty on attack rolls, and it deals damage equal to your unarmed damage.<br \/>As a standard action, you can change places with your duplicate.<br \/>(Although the spell itself is a transmutation, this usage is a conjuration [teleportation] effect).<br \/>Making use of this option reduces the remaining duration of the spell by 5 rounds.<br \/>If you have fewer than 5 rounds of duration left, you cannot invoke this ability.<br \/>If you cast this spell along with both forest eyes and forest voice (see below), the duration of forest child doubles, and its range quadruples.<br \/>Material Component: A small hardwood replica of yourself, which costs 10 gp to create.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 minute","range":"Unlimited","target":"Two plants of the same kind, one of which must be in physical contact with you","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You touch the leaves and speak, and your comrade answers you through the plant.\nUpon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind.\nYou can then carry on a conversation with anyone who is within 10 feet of the destination plant.\nYour conversation is as clear as it would be if you stood within 10 feet of one another.\nThe plants cannot, however, transmit magical sonic effects.\nBoth plants must be alive to allow use of this spell.\nYou can either select a particular destination plant that is already familiar to you, or designate direction and distance and let the forest voice find the appropriate type of plant nearest to the desired location.","short_description":"You touch the leaves and speak, and your comrade answers you through the plant.","material_components":"0","name":"Forest Voice","level":"Druid 3","full_text":"<div><p><h5>Forest Voice<\/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<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>Unlimited<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>You touch the leaves and speak, and your comrade answers you through the plant.<br \/>Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind.<br \/>You can then carry on a conversation with anyone who is within 10 feet of the destination plant.<br \/>Your conversation is as clear as it would be if you stood within 10 feet of one another.<br \/>The plants cannot, however, transmit magical sonic effects.<br \/>Both plants must be alive to allow use of this spell.<br \/>You can either select a particular destination plant that is already familiar to you, or designate direction and distance and let the forest voice find the appropriate type of plant nearest to the desired location.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level, then 1 minute\/level (D); see text","saving_throw":"","spell_resistance":"","description":"Your mind opens to an awareness of a new, spiritual world beyond the natural realm.\nIts energies flow into you even as the spirits of the beasts and the trees always have.\nThe descriptor of this spell matches the non-neutral component of your own alignment.\nFor instance, if you are lawful neutral, you cast iconic manifestation as a lawful spell.\nIf you are neutral, you cannot cast it at all.\nOnce you cast the spell, you have up to 10 minutes per caster level to invoke its power before it is spent.\nAt any point during this period, you can choose to spend one daily use of your wild shape ability to take on aspects of your non-neutral alignment.\nYou temporarily acquire the celestial template (MM 31) if you are good, the fiendish template (MM 107) if you are evil, the anarchic template (Manual of the Planes 198) if you are chaotic, or the axiomatic template (Manual of the Planes 197) if you are lawful.\n(If your campaign does not use Manual of the Planes, you can approximate the axiomatic template by using the celestial template, and substituting lawful for good and chaotic for evil.\nYou can approximate the anarchic template by using the fiendish template and making the same substitution).\nOnce invoked, this transformation lasts 1 minute per caster level.\nYou can still use your wild shape ability to take on other forms without negating this spell.\nNote: Adding a template on the fly can dramatically slow game-play.\nIf you anticipate using this spell, write down the relevant adjustments--both to your normal formand to any animal, plant, or elemental forms you regularly assume--before play begins.","short_description":"Your mind opens to an awareness of a new, spiritual world beyond the natural realm.","material_components":"0","name":"Iconic Manifestation","level":"Druid 4","full_text":"<div><p><h5>Iconic Manifestation<\/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 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>10 minutes\/level, then 1 minute\/level (D); see text<br\/><\/td><\/tr><\/table><p>\t<p>Your mind opens to an awareness of a new, spiritual world beyond the natural realm.<br \/>Its energies flow into you even as the spirits of the beasts and the trees always have.<br \/>The descriptor of this spell matches the non-neutral component of your own alignment.<br \/>For instance, if you are lawful neutral, you cast iconic manifestation as a lawful spell.<br \/>If you are neutral, you cannot cast it at all.<br \/>Once you cast the spell, you have up to 10 minutes per caster level to invoke its power before it is spent.<br \/>At any point during this period, you can choose to spend one daily use of your wild shape ability to take on aspects of your non-neutral alignment.<br \/>You temporarily acquire the celestial template (MM 31) if you are good, the fiendish template (MM 107) if you are evil, the anarchic template (Manual of the Planes 198) if you are chaotic, or the axiomatic template (Manual of the Planes 197) if you are lawful.<br \/>(If your campaign does not use Manual of the Planes, you can approximate the axiomatic template by using the celestial template, and substituting lawful for good and chaotic for evil.<br \/>You can approximate the anarchic template by using the fiendish template and making the same substitution).<br \/>Once invoked, this transformation lasts 1 minute per caster level.<br \/>You can still use your wild shape ability to take on other forms without negating this spell.<br \/>Note: Adding a template &quot;on the fly&quot; can dramatically slow game-play.<br \/>If you anticipate using this spell, write down the relevant adjustments&#8212;both to your normal formand to any animal, plant, or elemental forms you regularly assume&#8212;before play begins.<\/p><\/p>Reference: Complete Champion<\/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":"When you utter the final words of this spell, your muscles and equilibrium shift dramatically, making you feel more at home in the saddle than you do on your own feet.\nUpon casting this spell, you gain a +10 bonus on all Ride checks.\nIf you have special mount or similar class ability, your bonus on Ride checks increases to +20 while you are mounted on your special mount.\nIf you cast master cavalier along with phantom charge (see below) and war-mount (page 129), the three spells have a synergistic effect.\nBy shunting a tiny amount of its physical form into the plane from which it normally comes, your mount gains the ability to walk on liquids or even on empty air.\nThis adjustment grants it a fly speed equal to its normal land-based movement rate, with average maneuverability.\nThis effect lasts until either master cavalier or war-mount expires.","short_description":"When you utter the final words of this spell, your muscles and equilibrium shift dramatically, making...","material_components":"0","name":"Master Cavalier","level":"Blackguard 2 \/ Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Master Cavalier<\/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 2 \/ 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>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>When you utter the final words of this spell, your muscles and equilibrium shift dramatically, making you feel more at home in the saddle than you do on your own feet.<br \/>Upon casting this spell, you gain a +10 bonus on all Ride checks.<br \/>If you have special mount or similar class ability, your bonus on Ride checks increases to +20 while you are mounted on your special mount.<br \/>If you cast master cavalier along with phantom charge (see below) and war-mount (page 129), the three spells have a synergistic effect.<br \/>By shunting a tiny amount of its physical form into the plane from which it normally comes, your mount gains the ability to walk on liquids or even on empty air.<br \/>This adjustment grants it a fly speed equal to its normal land-based movement rate, with average maneuverability.<br \/>This effect lasts until either master cavalier or war-mount expires.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's natural weapons take on a gleaming, metallic sheen.\nYou temporarily transform one of the subject's natural weapons into either cold iron or silvered, thereby allowing it to bypass the appropriate form of damage reduction.\nThe affected natural weapon also counts as magical for the purpose of overcoming damage reduction, though it gains no enhancement bonuses on attack or damage rolls.\nYou can cast the spell twice on the same weapon to make it function as both cold iron and silvered.","short_description":"The subject's natural weapons take on a gleaming, metallic sheen.","material_components":"0","name":"Metal Fang","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Metal Fang<\/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 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)<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&#39;s natural weapons take on a gleaming, metallic sheen.<br \/>You temporarily transform one of the subject&#39;s natural weapons into either cold iron or silvered, thereby allowing it to bypass the appropriate form of damage reduction.<br \/>The affected natural weapon also counts as magical for the purpose of overcoming damage reduction, though it gains no enhancement bonuses on attack or damage rolls.<br \/>You can cast the spell twice on the same weapon to make it function as both cold iron and silvered.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Object touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Negative forces flow through your hands and into the object you hold, filling it with a darkly glowing power that gleams for a moment, then subsides.\nYou imbue a touched object with latent negative energy.\nIf the item thereafter touches or is touched by an animal or plant of any alignment, or by an outsider or shapechanger of good alignment, the negative energy discharges with a loud snap, dealing 1d4 points of negative energy damage per caster level (maximum 10d4) to that creature.\nIf the creature discharging the item is an animal or plant, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes.\nOn a successful save, the creature is merely shaken for the same length of time.\nIf the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses.\nProfane item counters and dispels sacred item (see below).","short_description":"Negative forces flow through your hands and into the object you hold, filling it with a darkly glowin...","material_components":"0","name":"Profane Item","level":"Cleric 4 \/ Blackguard 4","full_text":"<div><p><h5>Profane Item<\/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 4 \/ Blackguard 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 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>Permanent until discharged<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>Negative forces flow through your hands and into the object you hold, filling it with a darkly glowing power that gleams for a moment, then subsides.<br \/>You imbue a touched object with latent negative energy.<br \/>If the item thereafter touches or is touched by an animal or plant of any alignment, or by an outsider or shapechanger of good alignment, the negative energy discharges with a loud snap, dealing 1d4 points of negative energy damage per caster level (maximum 10d4) to that creature.<br \/>If the creature discharging the item is an animal or plant, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes.<br \/>On a successful save, the creature is merely shaken for the same length of time.<br \/>If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses.<br \/>Profane item counters and dispels sacred item (see below).<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Object touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Will negates","spell_resistance":"Yes (object)","description":"Protective forces flow through your hands into the object you hold, suffusing it with a golden glow that shines for a moment, then subsides.\nYou imbue a touched object with latent positive energy.\nIf the item thereafter touches or is touched by an undead creature of any alignment, or by an outsider or shapechanger of evil alignment (other than yourself), the positive energy discharges with a flash of light, dealing 1d4 points of positive energy damage per caster level (maximum 10d4) to that creature.\nIf the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes.\nOn a successful save, the creature is merely shaken for the same length of time.\nIf the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses.\nSacred item counters and dispels profane item (see above).","short_description":"Protective forces flow through your hands into the object you hold, suffusing it with a golden glow t...","material_components":"0","name":"Sacred Item","level":"Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Sacred Item<\/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 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 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>Permanent until discharged<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 (object)<br\/><\/td><\/tr><\/table><p>\t<p>Protective forces flow through your hands into the object you hold, suffusing it with a golden glow that shines for a moment, then subsides.<br \/>You imbue a touched object with latent positive energy.<br \/>If the item thereafter touches or is touched by an undead creature of any alignment, or by an outsider or shapechanger of evil alignment (other than yourself), the positive energy discharges with a flash of light, dealing 1d4 points of positive energy damage per caster level (maximum 10d4) to that creature.<br \/>If the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes.<br \/>On a successful save, the creature is merely shaken for the same length of time.<br \/>If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses.<br \/>Sacred item counters and dispels profane item (see above).<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"1 day\/level (D)","saving_throw":"","spell_resistance":"","description":"The power of your deity courses through you, re-placing what you once knew with different ideas and abilities.\nUpon casting substitute domain, you can swap one of your current domains for another that your deity offers.\nYou gain the granted power of the new domain, as well as access to any of its spells that you can cast--though you must still prepare the spells normally.\nWhile substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access.\nFor example, Saera, a cleric of Pelor, normally has access to the Strength and Sun domains.\nShe casts substitute domain.\non herself and chooses to swap the Strength domain for another of the domains that Pelor normally grants--\nnamely Healing.\nWhile she can now access the spells and granted power of the Healing domain, Saera cannot tap the abilities and spells normally associated with the Strength domain.","short_description":"The power of your deity courses through you, re-placing what you once knew with different ideas and a...","material_components":"0","name":"Substitute Domain","level":"Cleric 2","full_text":"<div><p><h5>Substitute Domain<\/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<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>1 day\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>The power of your deity courses through you, re-placing what you once knew with different ideas and abilities.<br \/>Upon casting substitute domain, you can swap one of your current domains for another that your deity offers.<br \/>You gain the granted power of the new domain, as well as access to any of its spells that you can cast&#8212;though you must still prepare the spells normally.<br \/>While substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access.<br \/>For example, Saera, a cleric of Pelor, normally has access to the Strength and Sun domains.<br \/>She casts substitute domain.<br \/>on herself and chooses to swap the Strength domain for another of the domains that Pelor normally grants&#8212;<br \/>namely Healing.<br \/>While she can now access the spells and granted power of the Healing domain, Saera cannot tap the abilities and spells normally associated with the Strength domain.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","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":"The power of your deity flows through you, guiding your movements and honing your instincts.\nUpon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.\nAt any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action.\nThe result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power.\n(If you use it for an attack roll, you must still roll to confirm the critical hit normally).\nUsing this option instantly ends the spell.","short_description":"The power of your deity flows through you, guiding your movements and honing your instincts.","material_components":"0","name":"Surge of Fortune","level":"Cleric 5","full_text":"<div><p><h5>Surge of 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>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>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>The power of your deity flows through you, guiding your movements and honing your instincts.<br \/>Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.<br \/>At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action.<br \/>The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power.<br \/>(If you use it for an attack roll, you must still roll to confirm the critical hit normally).<br \/>Using this option instantly ends the spell.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Special mount or fiendish companion touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"At your touch, your mount's flanks ripple, and its eyes blaze with newfound energy.\nYou render the natural attacks of your mount or fiendish companion magical with a touch.\nThe creature gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons for the duration of the spell.\nThey are treated as both magic and good-aligned (paladin) or evil-aligned (blackguard) weapons for the purpose of overcoming damage reduction.\nIf you cast this spell in conjunction with master cavalier (page 124) and phantom charge (page 125), the three spells have a synergistic effect.\nSee the master cavalier spell description for details.","short_description":"At your touch, your mount's flanks ripple, and its eyes blaze with newfound energy.","material_components":"0","name":"War-mount","level":"Blackguard 3 \/ Paladin 3","full_text":"<div><p><h5>War-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>Blackguard 3 \/ 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>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>At your touch, your mount&#39;s flanks ripple, and its eyes blaze with newfound energy.<br \/>You render the natural attacks of your mount or fiendish companion magical with a touch.<br \/>The creature gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons for the duration of the spell.<br \/>They are treated as both magic and good-aligned (paladin) or evil-aligned (blackguard) weapons for the purpose of overcoming damage reduction.<br \/>If you cast this spell in conjunction with master cavalier (page 124) and phantom charge (page 125), the three spells have a synergistic effect.<br \/>See the master cavalier spell description for details.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The spirit of the trees manifests within your foe, slowing and transforming its body.\nYou transform the subject's body into wood from the inside out.\nEach round, the subject must make a new saving throw or take 1d4 points of Dexterity damage.\nSuccess halves the Dexterity damage from that round and ends the spell.\nA subject whose Dexterity is reduced to 0 or lower by this spell transforms, along with its gear, into a mindless, inert, wooden statue.\nA creature in this state is not actually dead, but it does not register as alive either when viewed with spells such as deathwatch.\nIf the target already has Dexterity damage or a penalty to Dexterity, wooden blight is even more debilitating.\nEach round in which the subject takes Dexterity damage from this spell, its base movement rate is reduced by 5 feet for every point of Dexterity damage it takes (minimum speed 5 feet).\nCreatures of the plant type are immune to this spell.\nMaterial Component: A sliver of wood from a living tree.","short_description":"The spirit of the trees manifests within your foe, slowing and transforming its body.","material_components":"0","name":"Wooden Blight","level":"Druid 6","full_text":"<div><p><h5>Wooden 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>Transmutation<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, 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 (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>The spirit of the trees manifests within your foe, slowing and transforming its body.<br \/>You transform the subject&#39;s body into wood from the inside out.<br \/>Each round, the subject must make a new saving throw or take 1d4 points of Dexterity damage.<br \/>Success halves the Dexterity damage from that round and ends the spell.<br \/>A subject whose Dexterity is reduced to 0 or lower by this spell transforms, along with its gear, into a mindless, inert, wooden statue.<br \/>A creature in this state is not actually dead, but it does not register as alive either when viewed with spells such as deathwatch.<br \/>If the target already has Dexterity damage or a penalty to Dexterity, wooden blight is even more debilitating.<br \/>Each round in which the subject takes Dexterity damage from this spell, its base movement rate is reduced by 5 feet for every point of Dexterity damage it takes (minimum speed 5 feet).<br \/>Creatures of the plant type are immune to this spell.<br \/>Material Component: A sliver of wood from a living tree.<\/p><\/p>Reference: Complete Champion<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Your skin takes on a platinum sheen that protects you from the weapons of your enemies.\nYou gain damage reduction of 10\/magic for the spell's duration.\nMaterial Component: A canary feather, which is flung into the air.","short_description":"Your skin takes on a platinum sheen that protects you from the weapons of your enemies.","material_components":"0","name":"Blessing of Bahamut","level":"Paladin 3","full_text":"<div><p><h5>Blessing of Bahamut<\/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 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 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>Your skin takes on a platinum sheen that protects you from the weapons of your enemies.<br \/>You gain damage reduction of 10\/magic for the spell&#39;s duration.<br \/>Material Component: A canary feather, which is flung into the air.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke dust, and poisons.\nNonmagical contaminants, including inhaled poisons, are automatically negated within the cloud.\nMagical effects, including acid fog, cloudkill, and green dragon breath, are negated only if your level is greater than the offending spell's caster level (or the dragon's HD).\nIf your level is lower than the caster level, the dance of the unicorn grants everyone within the mist a +4 bonus on their saving throws against the effect.\nThe cloud of mist leaves everything within its area damp.","short_description":"You surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that w...","material_components":"0","name":"Dance of the Unicorn","level":"Druid 5","full_text":"<div><p><h5>Dance of the Unicorn<\/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 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 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke dust, and poisons.<br \/>Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud.<br \/>Magical effects, including acid fog, cloudkill, and green dragon breath, are negated only if your level is greater than the offending spell&#39;s caster level (or the dragon&#39;s HD).<br \/>If your level is lower than the caster level, the dance of the unicorn grants everyone within the mist a +4 bonus on their saving throws against the effect.<br \/>The cloud of mist leaves everything within its area damp.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"By laying hands on a creature and saying a brief prayer, you can convince a higher power to grant a second chance to one of your allies.\nThe target of resurgence can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast's corporeal instability, or the sickening effect (but not the damage) from unholy blight.\nIf the target of resurgence is subject to more than one ongoing magic effect, the target chooses one of them to retry the save against.\nIf the subject succeeds at the saving throw on the second attempt, the effect ends immediately.\nResurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by the spell, spell-like ability, or supernatural ability.\nIf a spell, spell-like ability, or supernatural ability doesn't allow a save (such as power word stun), then resurgence won't help the subject recover.","short_description":"By laying hands on a creature and saying a brief prayer, you can convince a higher power to grant a s...","material_components":"0","name":"Resurgence","level":"Blackguard 1 \/ Cleric 1 \/ Paladin 1","full_text":"<div><p><h5>Resurgence<\/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>Blackguard 1 \/ Cleric 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>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>By laying hands on a creature and saying a brief prayer, you can convince a higher power to grant a second chance to one of your allies.<br \/>The target of resurgence can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast&#39;s corporeal instability, or the sickening effect (but not the damage) from unholy blight.<br \/>If the target of resurgence is subject to more than one ongoing magic effect, the target chooses one of them to retry the save against.<br \/>If the subject succeeds at the saving throw on the second attempt, the effect ends immediately.<br \/>Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by the spell, spell-like ability, or supernatural ability.<br \/>If a spell, spell-like ability, or supernatural ability doesn&#39;t allow a save (such as power word stun), then resurgence won&#39;t help the subject recover.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","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":"","saving_throw":"","spell_resistance":"","description":"This spell functions like resurgence, except that it affects multiple creatures.\nThe spell grants a second save attempt against a single spell or ability chosen by the caster.\nIf three of the your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).","short_description":"This spell functions like resurgence, except that it affects multiple creatures.","material_components":"0","name":"Resurgence, Mass","level":"Blackguard 3 \/ Cleric 4 \/ Paladin 3","full_text":"<div><p><h5>Resurgence, 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>Blackguard 3 \/ Cleric 4 \/ Paladin 3<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><\/table><p>\t<p>This spell functions like resurgence, except that it affects multiple creatures.<br \/>The spell grants a second save attempt against a single spell or ability chosen by the caster.<br \/>If three of the your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You shield one creature in a nimbus of holy energy.\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 Armor Class when flat-footed.\nFor the duration of the spell, you gain awareness of the creature's health as with the status spell, and you need not be able to touch the affected creature 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.","short_description":"You shield one creature in a nimbus of holy energy.","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 min.\/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 energy.<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 Armor Class when flat-footed.<br \/>For the duration of the spell, you gain awareness of the creature&#39;s health as with the status spell, and you need not be able to touch the affected creature 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.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level; see text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Each targeted creature gains spell resistance equal to 12 + caster level.\nDivide the duration evenly among all the creatures you target.\nIn order to affect a creature who has spell resistance with a spell, a spellcaster must roll the creature's spell resistance or higher on 1d20 + caster level.\nA creature with spell resistance may, as a standard action, voluntarily lower it in order to accept a spell.","short_description":"Each targeted creature gains spell resistance equal to 12 + caster level.","material_components":"0","name":"Spell Resistance, Mass","level":"Cleric 7","full_text":"<div><p><h5>Spell Resistance, 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 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>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; 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>Each targeted creature gains spell resistance equal to 12 + caster level.<br \/>Divide the duration evenly among all the creatures you target.<br \/>In order to affect a creature who has spell resistance with a spell, a spellcaster must roll the creature&#39;s spell resistance or higher on 1d20 + caster level.<br \/>A creature with spell resistance may, as a standard action, voluntarily lower it in order to accept a spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"100-ft. tall, 20-ft.-radius spread","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You form a tower of dark, swirling storm clouds that negates many forms of magic.\nThe storm tower absorbs any electricity damage inflicted to those within it.\nMagic missiles cannot be cast into, out of, or within the storm tower.\nThe storm tower is composed of 60 mph winds (making ranged attacks impossible within the tower), though it has no effect on the movement of creatures within it.\nHowever, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of lesser size must stop any movement at the edge.\nAnyone within the storm tower has one-half concealment relative to those outside the tower.\nThe howling winds of the storm tower also apply a -10 penalty on all Listen checks within 50 feet of it (including all those inside).","short_description":"You form a tower of dark, swirling storm clouds that negates many forms of magic.","material_components":"0","name":"Storm Tower","level":"Druid 7","full_text":"<div><p><h5>Storm Tower<\/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 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 full 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>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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You form a tower of dark, swirling storm clouds that negates many forms of magic.<br \/>The storm tower absorbs any electricity damage inflicted to those within it.<br \/>Magic missiles cannot be cast into, out of, or within the storm tower.<br \/>The storm tower is composed of 60 mph winds (making ranged attacks impossible within the tower), though it has no effect on the movement of creatures within it.<br \/>However, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of lesser size must stop any movement at the edge.<br \/>Anyone within the storm tower has one-half concealment relative to those outside the tower.<br \/>The howling winds of the storm tower also apply a -10 penalty on all Listen checks within 50 feet of it (including all those inside).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"180 ft.","target":"","effect":"","area":"180-ft.-radius burst, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any spells that contain, constrain, or seal, with the exceptions noted below.\nThe unbinding negates charm and hold spells of all types, arcane locks and similar closures, spells that create physical or magical barriers (wall of stone, wall of force), guards and wards, temporal stasis, and slow spells, among others.\nThe effect of a statue spell is ended.\nA magic jar is shattered--forever destroyed--and the life force within snuffed out.\nIn addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 feet (including magic mouth, imbue with spell ability, and so on).\nProtective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding.\nPetrified creatures are neither revealed nor restored.\nIndividuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals).\nAn antimagic field is not affected, nor does the effect of unbinding penetrate one.\nA magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled.\nCurses and geas\/quest spells are negated only if the caster is of a level equal to or greater than that of the original caster.\nAll these effects occur without regard to the caster's wishes.\nSpell effects on the person of the caster or being carried or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies.\nThe opening of locks or other closures triggers any alarms or traps attached to them.\nAny released creature may or may not be friendly to the caster.\nMaterial Components: A lodestone and a pinch of saltpeter.","short_description":"When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any s...","material_components":"0","name":"Unbinding","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Unbinding<\/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>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>180 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>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any spells that contain, constrain, or seal, with the exceptions noted below.<br \/>The unbinding negates charm and hold spells of all types, arcane locks and similar closures, spells that create physical or magical barriers (wall of stone, wall of force), guards and wards, temporal stasis, and slow spells, among others.<br \/>The effect of a statue spell is ended.<br \/>A magic jar is shattered&#8212;forever destroyed&#8212;and the life force within snuffed out.<br \/>In addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 feet (including magic mouth, imbue with spell ability, and so on).<br \/>Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding.<br \/>Petrified creatures are neither revealed nor restored.<br \/>Individuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals).<br \/>An antimagic field is not affected, nor does the effect of unbinding penetrate one.<br \/>A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled.<br \/>Curses and geas\/quest spells are negated only if the caster is of a level equal to or greater than that of the original caster.<br \/>All these effects occur without regard to the caster&#39;s wishes.<br \/>Spell effects on the person of the caster or being carried or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies.<br \/>The opening of locks or other closures triggers any alarms or traps attached to them.<br \/>Any released creature may or may not be friendly to the caster.<br \/>Material Components: A lodestone and a pinch of saltpeter.<\/p><\/p>Reference: Complete Divine<\/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":"You invoke a divine shield to protect you as you close with a chosen opponent.\nChoose a foe as you cast this spell.\nYou gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe.\nAlso, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.","short_description":"You invoke a divine shield to protect you as you close with a chosen opponent.","material_components":"0","name":"Zeal","level":"Blackguard 2 \/ Paladin 2","full_text":"<div><p><h5>Zeal<\/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>Blackguard 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 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You invoke a divine shield to protect you as you close with a chosen opponent.<br \/>Choose a foe as you cast this spell.<br \/>You gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe.<br \/>Also, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 standard action","range":"Touch","target":"","effect":"Tiny construct","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.\nThis is the final spell in the process of creating a bogun.\nSee the bogun's description for further details.\nMaterial Component: The mannequin from which the bogun is created.\nXP Cost: 25 XP.\nBogun\nTiny Construct\nHit Dice: 2d10 (11 hp)\nInitiative: +3\nSpeed: 20 ft. (4 squares), fly 50 ft. (good)\nArmor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12\nBase Attack\/Grapple: +1\/-5\nAttack: Nettles +1 melee (1d4-2 plus poison)\nFull Attack: Nettles +1 melee (1d4-2 plus poison)\nSpace\/Reach: 2-1\/2 ft.\/0 ft.\nSpecial Attack: Poison\nSpecial Quality: Construct traits\nSaves: Fort +0, Ref +3, Will +1\nAbilities: Str 7, Dex 16, Con--, Int 8, Wis 13, Cha 10\nSkills: Hide +10, Move Silently +9\nFeat: Stealthy\nEnvironment: Any (typically forest)\nOrganization: Solitary\nChallenge Rating: 1\nTreasure: None\nAlignment: Any neutral (always the same as the creator)\nAdvancement: 3-6 HD (Tiny)\nLevel Adjustment: --\nA bogun is a small nature servant created by a druid.\nLike a homunculus, it is an extension of its creator, sharing the same alignment and link to nature.\nA bogun does not fight particularly well, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window.\nFor the most part, a bogun simply carries out its creator's instructions.\nBecause it is self-aware and somewhat willful, however, its behavior is not entirely predictable.\nOn rare occasions (5% of the time), the bogun may refuse to perform a particular task.\nIn that case, the creator must make a Diplomacy check (DC 11) to convince the creature to cooperate.\nSuccess means the bogun performs the task as requested; failure indicates that it either does exactly the opposite or refuses to do anything at all for 24 hours (DM's option as to which).\nA bogun cannot speak, but the process of creating one links it telepathically with its creator.\nIt knows what its creator knows and can convey to him or her everything it sees and hears, up to a range of 500 yards.\nA bogun never travels beyond this range willingly, though it can be removed forcibly.\nIn that case, it does everything in its power to regain contact with its creator.\nAn attack that destroys a bogun also deals its creator 2d10 points of damage.\nIf the creator is slain, the bogun also dies, and its body collapses into a heap of rotting vegetation.\nA bogun looks like a vaguely humanoid mound of compost.\nThe creator determines its precise features, but the typical bogun stands about 18 inches tall and has a wingspan of about 2 feet.\nIts skin is covered with nettles and branches.\nCombat: A bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison.\nPoison (Ex):Nettles, Fort save (DC 11); initial and secondary damage 1d6 temporary Dex.\nThe creator of a bogun is immune to its poison.\nConstruct Traits: A bogun has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless.\nIt is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.\nCannot heal damage, but can be repaired.\nDarkvision 60 ft. and low-light vision.\nConstruction: Unlike a homunculus, a bogun is created from natural materials available in any forest.\nThus, there is no gold piece cost for its creation.\nAll materials used become permanent parts of the bogun.\nThe creator must be at least 7th level and possess the Craft Wondrous Item feat to make a bogun.\nBefore casting any spells, a physical form must be woven out of living (or once-living) vegetable matter to hold the magical energy.\nA bit of the creator's own body, such as a few strands of hair or a drop of blood, must also be incorporated into this crude mannequin.\nThe creator may assemble the body personally or hire someone else to do it.\nCreating the mannequin requires a Craft (basketweaving or weaving) check (DC 12).\nOnce the body is finished, the creator must animate it through an extended magical ritual that requires a week to complete.\nThe creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic.\nIf the creator is personally weaving the creature's body, that process and the ritual can be performed together.\nWhen not actively working on the ritual, the creator must rest and can perform no other activities except eating, sleeping, or talking.\nMissing even one day causes the process to fail.\nAt that point, the ritual must be started anew, though the previously crafted body and the grove can be reused.\nOn the final day of the ritual, the creator must personally cast control plants, wood shape, and beget bogun.\nThese spells can come from outside sources, such as scrolls, rather than being prepared, if the creator prefers.","short_description":"Beget bogun allows you to infuse living magic into a small mannequin that you have created from veget...","material_components":"0","name":"Beget Bogun","level":"Druid 1","full_text":"<div><p><h5>Beget Bogun<\/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 1<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 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>Tiny construct<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>Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.<br \/>This is the final spell in the process of creating a bogun.<br \/>See the bogun&#39;s description for further details.<br \/>Material Component: The mannequin from which the bogun is created.<br \/>XP Cost: 25 XP.<br \/>Bogun<br \/>Tiny Construct<br \/>Hit Dice: 2d10 (11 hp)<br \/>Initiative: +3<br \/>Speed: 20 ft. (4 squares), fly 50 ft. (good)<br \/>Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12<br \/>Base Attack\/Grapple: +1\/-5<br \/>Attack: Nettles +1 melee (1d4-2 plus poison)<br \/>Full Attack: Nettles +1 melee (1d4-2 plus poison)<br \/>Space\/Reach: 2-1\/2 ft.\/0 ft.<br \/>Special Attack: Poison<br \/>Special Quality: Construct traits<br \/>Saves: Fort +0, Ref +3, Will +1<br \/>Abilities: Str 7, Dex 16, Con&#8212;, Int 8, Wis 13, Cha 10<br \/>Skills: Hide +10, Move Silently +9<br \/>Feat: Stealthy<br \/>Environment: Any (typically forest)<br \/>Organization: Solitary<br \/>Challenge Rating: 1<br \/>Treasure: None<br \/>Alignment: Any neutral (always the same as the creator)<br \/>Advancement: 3-6 HD (Tiny)<br \/>Level Adjustment: &#8212;<br \/>A bogun is a small nature servant created by a druid.<br \/>Like a homunculus, it is an extension of its creator, sharing the same alignment and link to nature.<br \/>A bogun does not fight particularly well, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window.<br \/>For the most part, a bogun simply carries out its creator&#39;s instructions.<br \/>Because it is self-aware and somewhat willful, however, its behavior is not entirely predictable.<br \/>On rare occasions (5% of the time), the bogun may refuse to perform a particular task.<br \/>In that case, the creator must make a Diplomacy check (DC 11) to convince the creature to cooperate.<br \/>Success means the bogun performs the task as requested; failure indicates that it either does exactly the opposite or refuses to do anything at all for 24 hours (DM&#39;s option as to which).<br \/>A bogun cannot speak, but the process of creating one links it telepathically with its creator.<br \/>It knows what its creator knows and can convey to him or her everything it sees and hears, up to a range of 500 yards.<br \/>A bogun never travels beyond this range willingly, though it can be removed forcibly.<br \/>In that case, it does everything in its power to regain contact with its creator.<br \/>An attack that destroys a bogun also deals its creator 2d10 points of damage.<br \/>If the creator is slain, the bogun also dies, and its body collapses into a heap of rotting vegetation.<br \/>A bogun looks like a vaguely humanoid mound of compost.<br \/>The creator determines its precise features, but the typical bogun stands about 18 inches tall and has a wingspan of about 2 feet.<br \/>Its skin is covered with nettles and branches.<br \/>Combat: A bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison.<br \/>Poison (Ex):Nettles, Fort save (DC 11); initial and secondary damage 1d6 temporary Dex.<br \/>The creator of a bogun is immune to its poison.<br \/>Construct Traits: A bogun has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless.<br \/>It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.<br \/>Cannot heal damage, but can be repaired.<br \/>Darkvision 60 ft. and low-light vision.<br \/>Construction: Unlike a homunculus, a bogun is created from natural materials available in any forest.<br \/>Thus, there is no gold piece cost for its creation.<br \/>All materials used become permanent parts of the bogun.<br \/>The creator must be at least 7th level and possess the Craft Wondrous Item feat to make a bogun.<br \/>Before casting any spells, a physical form must be woven out of living (or once-living) vegetable matter to hold the magical energy.<br \/>A bit of the creator&#39;s own body, such as a few strands of hair or a drop of blood, must also be incorporated into this crude mannequin.<br \/>The creator may assemble the body personally or hire someone else to do it.<br \/>Creating the mannequin requires a Craft (basketweaving or weaving) check (DC 12).<br \/>Once the body is finished, the creator must animate it through an extended magical ritual that requires a week to complete.<br \/>The creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic.<br \/>If the creator is personally weaving the creature&#39;s body, that process and the ritual can be performed together.<br \/>When not actively working on the ritual, the creator must rest and can perform no other activities except eating, sleeping, or talking.<br \/>Missing even one day causes the process to fail.<br \/>At that point, the ritual must be started anew, though the previously crafted body and the grove can be reused.<br \/>On the final day of the ritual, the creator must personally cast control plants, wood shape, and beget bogun.<br \/>These spells can come from outside sources, such as scrolls, rather than being prepared, if the creator prefers.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"10 minutes","range":"Touch","target":"","effect":"One smoky, horselike creature","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You use a fire source to create a plume of smoke that you capture in a special bottle you're holding.\nIf the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke.\nIt makes no sound, and anything that touches it simply passes through it.\nTo mount this smoke horse, the would-be rider must make a successful Ride check (DC 10) while holding the bottle in one hand.\nAnyone attempting to mount without the bottle simply passes through the horse's form.\nLetting go of the bottle after mounting causes the rider to fall through the horse's smoky form; he or she cannot thereafter remount without the intact bottle in hand.\nIf the bottle is broken, the spell ends immediately and the rider (if mounted) falls to the ground.\nThe smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet.\nIt can send smoke billowing out behind it at the rider's behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves.\nA wind that is at least severe (31+ mph), or magical wind of any kind, disperses the horse (and any smoke it has produced) instantly.\nOtherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down.\nStarting or stopping the smoke trail is a free action.\nThe mount and the smoke trail it produces give one-half concealment (20% miss chance) to anyone behind them.\nThe mount is immune to all damage and other attacks because material objects and spells simply pass through it.\nIt cannot attack.\nThe rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move-equivalent action) and stoppering it again (another move-equivalent action) in the next round after the horse is inside.\nIf the bottle is reopened later, the spell reactivates with its remaining duration intact.\nRegardless of how much duration remains unused, the\nspell ceases functioning 24 hours after it is cast.\nIf dispelled at any time while the bottle is corked, the spell ends.\nFocus: An ornate, corked bottle worth at least 50 gp.","short_description":"You use a fire source to create a plume of smoke that you capture in a special bottle you're holding....","material_components":"0","name":"Bottle of Smoke","level":"Druid 4 \/ Ranger 3","full_text":"<div><p><h5>Bottle of Smoke<\/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 \/ Ranger 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>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 smoky, horselike creature<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 use a fire source to create a plume of smoke that you capture in a special bottle you&#39;re holding.<br \/>If the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke.<br \/>It makes no sound, and anything that touches it simply passes through it.<br \/>To mount this smoke horse, the would-be rider must make a successful Ride check (DC 10) while holding the bottle in one hand.<br \/>Anyone attempting to mount without the bottle simply passes through the horse&#39;s form.<br \/>Letting go of the bottle after mounting causes the rider to fall through the horse&#39;s smoky form; he or she cannot thereafter remount without the intact bottle in hand.<br \/>If the bottle is broken, the spell ends immediately and the rider (if mounted) falls to the ground.<br \/>The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet.<br \/>It can send smoke billowing out behind it at the rider&#39;s behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves.<br \/>A wind that is at least severe (31+ mph), or magical wind of any kind, disperses the horse (and any smoke it has produced) instantly.<br \/>Otherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down.<br \/>Starting or stopping the smoke trail is a free action.<br \/>The mount and the smoke trail it produces give one-half concealment (20% miss chance) to anyone behind them.<br \/>The mount is immune to all damage and other attacks because material objects and spells simply pass through it.<br \/>It cannot attack.<br \/>The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move-equivalent action) and stoppering it again (another move-equivalent action) in the next round after the horse is inside.<br \/>If the bottle is reopened later, the spell reactivates with its remaining duration intact.<br \/>Regardless of how much duration remains unused, the<br \/>spell ceases functioning 24 hours after it is cast.<br \/>If dispelled at any time while the bottle is corked, the spell ends.<br \/>Focus: An ornate, corked bottle worth at least 50 gp.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"400-pound ball of rock and ice","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force. The comet appears 5 feet per caster level above the ground or at the ceiling, whichever is lower. The comet immediately falls, dealing 2d6 points of damage per 10 feet fallen to everything in the 10-foot-square area directly below it (maximum 20d6).\n\nThe force of the comet can also knock creatures prone. Creatures who failed their Reflex save are subject to a trip attempt. The comet has a +11 bonus (+7 for effective Strength of 25 and +4 for being Large) on the trip check.\n\nThe comet breaks apart on impact, filling the 10 -foot-square area with dense rubble (as described on page 90 of the _Dungeon Master's Guide_).","short_description":"You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the gro...","material_components":"0","name":"Cometfall","level":"Cleric 6 \/ Druid 6","full_text":"<div><p><h5>Cometfall<\/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 \/ 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 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>400-pound ball of rock and ice<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 conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force. The comet appears 5 feet per caster level above the ground or at the ceiling, whichever is lower. The comet immediately falls, dealing 2d6 points of damage per 10 feet fallen to everything in the 10-foot-square area directly below it (maximum 20d6).<\/p>\n\n\t<p>The force of the comet can also knock creatures prone. Creatures who failed their Reflex save are subject to a trip attempt. The comet has a +11 bonus (+7 for effective Strength of 25 and +4 for being Large) on the trip check.<\/p>\n\n\t<p>The comet breaks apart on impact, filling the 10 -foot-square area with dense rubble (as described on page 90 of the <em>Dungeon Master&#39;s Guide<\/em>).<\/p><\/p>Reference: Complete Divine 159<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"Yes","description":"When you cast this spell, you call out to a deity, listing the crimes of your target and urging the deity to punish the miscreant.\n(The target's alignment is irrelevant to the success of the spell).\nThe divine power of the angry deity imposes this punishment in the form of a sharp, spiritual blow to the target.\nThis attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.\nA successful Will saving throw reduces the damage by half.","short_description":"When you cast this spell, you call out to a deity, listing the crimes of your target and urging the d...","material_components":"0","name":"Deific Vengeance","level":"Cleric 2","full_text":"<div><p><h5>Deific 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>Conjuration (Summoning)<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<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>Will 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>When you cast this spell, you call out to a deity, listing the crimes of your target and urging the deity to punish the miscreant.<br \/>(The target&#39;s alignment is irrelevant to the success of the spell).<br \/>The divine power of the angry deity imposes this punishment in the form of a sharp, spiritual blow to the target.<br \/>This attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.<br \/>A successful Will saving throw reduces the damage by half.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 standard action","range":"Touch","target":"Special mount touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You conjure forth a glowing, golden suit of barding for your special mount.\nThe golden barding you create has no armor check penalty and has no effect on your mount's speed.\nThe exact nature of the barding depends on your caster level.\n2nd-3rd: Scale mail barding (+4 armor bonus).\n4th-5th: Chainmail barding (+5 armor bonus).\n6th-7th: Splint mail barding (+6 armor bonus).\n8th-9th:Half-plate barding (+7 armor bonus).\n10th+: Full plate barding (+8 armor bonus).\nBecause golden barding is made of force, incorporeal creatures can't bypass it the way they do normal armor.","short_description":"You conjure forth a glowing, golden suit of barding for your special mount.","material_components":"0","name":"Golden Barding","level":"Blackguard 1 \/ Paladin 1","full_text":"<div><p><h5>Golden Barding<\/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 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 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>You conjure forth a glowing, golden suit of barding for your special mount.<br \/>The golden barding you create has no armor check penalty and has no effect on your mount&#39;s speed.<br \/>The exact nature of the barding depends on your caster level.<br \/>2nd-3rd: Scale mail barding (+4 armor bonus).<br \/>4th-5th: Chainmail barding (+5 armor bonus).<br \/>6th-7th: Splint mail barding (+6 armor bonus).<br \/>8th-9th:Half-plate barding (+7 armor bonus).<br \/>10th+: Full plate barding (+8 armor bonus).<br \/>Because golden barding is made of force, incorporeal creatures can&#39;t bypass it the way they do normal armor.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"A whirlpool 120 ft. wide and 60 ft. deep","area":"","duration":"1 round\/level","saving_throw":"Reflex negates (and see text)","spell_resistance":"No","description":"Maelstrom causes a deadly vortex to form in water. A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted.\n\nWaterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in. Trained swimmers can attempt Swim:skills\/swim\/ checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession:skills\/profession\/ (sailor) checks against the same DC as the spell's saving throw. These creatures and objects take 3d8 points of damage upon being sucked in.\n\nOnce inside, creatures and objects take 3d8 points of bludgeoning damage each round. They remain trapped for 2d4 rounds. Subjects of Large or smaller size are ejected from the bottom of the vortex. Larger subjects are ejected from the top.","short_description":"Maelstrom causes a deadly vortex to form in water.","material_components":"0","name":"Maelstrom","level":"","full_text":"<div><p><h5>Maelstrom<\/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 full 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>A whirlpool 120 ft. wide and 60 ft. deep<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 negates (and 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>Maelstrom causes a deadly vortex to form in water. A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted.<\/p>\n\n\t<p>Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in. Trained swimmers can attempt <a href=\/skills\/swim\/>Swim<\/a> checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make <a href=\/skills\/profession\/>Profession<\/a> (sailor) checks against the same DC as the spell&#39;s saving throw. These creatures and objects take 3d8 points of damage upon being sucked in.<\/p>\n\n\t<p>Once inside, creatures and objects take 3d8 points of bludgeoning damage each round. They remain trapped for 2d4 rounds. Subjects of Large or smaller size are ejected from the bottom of the vortex. Larger subjects are ejected from the top.<\/p><\/p>Reference: Complete Divine 168<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"20-ft.-radius avalanche of snow, centered anywhere within range; see text","area":"","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.\nThe obedient avalanche affects creatures differently, depending on where they are in relation to the avalanche.\nWithin 20 feet of the Center Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels.\nCreatures who fail their saves are also buried (as described in Avalanches, page 90 of the Dungeon Master's Guide).\nAll squares within 20 feet of the center point are covered in heavy snow (see page 94 of the Dungeon Master's Guide),\nwhich persists as long as ordinary snow would.\nBetween 20 feet and 40 feet of the Center Point: Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex save negates).\nCreatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed.\nThe snow has a +13 bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check, and it pushes characters away from the center point of the spell.\nAll squares in the 20-foot to 40-foot ring are covered in light snow, which persists as long as ordinary snow would.\nTerrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (as described on page 91 of the Dungeon Master's Guide) even after the snow melts.\nStructures struck by an obedient avalanche take 1d6x10 points of damage.\nThe obedient avalanche extinguishes all flames, whether normal or magical, it touches.","short_description":"You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a fros...","material_components":"0","name":"Obedient Avalanche","level":"","full_text":"<div><p><h5>Obedient Avalanche<\/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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-radius avalanche of snow, centered anywhere within range; 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>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 summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.<br \/>The obedient avalanche affects creatures differently, depending on where they are in relation to the avalanche.<br \/>Within 20 feet of the Center Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels.<br \/>Creatures who fail their saves are also buried (as described in Avalanches, page 90 of the Dungeon Master&#39;s Guide).<br \/>All squares within 20 feet of the center point are covered in heavy snow (see page 94 of the Dungeon Master&#39;s Guide),<br \/>which persists as long as ordinary snow would.<br \/>Between 20 feet and 40 feet of the Center Point: Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex save negates).<br \/>Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed.<br \/>The snow has a +13 bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check, and it pushes characters away from the center point of the spell.<br \/>All squares in the 20-foot to 40-foot ring are covered in light snow, which persists as long as ordinary snow would.<br \/>Terrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (as described on page 91 of the Dungeon Master&#39;s Guide) even after the snow melts.<br \/>Structures struck by an obedient avalanche take 1d6&#215;10 points of damage.<br \/>The obedient avalanche extinguishes all flames, whether normal or magical, it touches.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Three or more otyughs, no two of which are more than 30 ft. apart","area":"","duration":"Seven days or seven months (D); see text","saving_throw":"None","spell_resistance":"No","description":"Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool.\nYou can choose to create 3d4 ordinary otyughs or 1d3+1 Huge otyughs with 15 HD (see page 296 of the Monster Manual).\nThe otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.\nThey remain with you for seven days unless you dismiss them.\nIf the otyughs are created only for guard duty, the duration of the spell is seven months.\nIn this case, the otyughs can only be ordered to guard a specific site or location.\nOtyughs summoned to guard duty cannot move outside the spell's range.\nYou must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal.\nAfter you cast the spell, otyughs not summoned for guard duty may leave the area of offal at your command.","short_description":"Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool...","material_components":"0","name":"Otyugh Swarm","level":"","full_text":"<div><p><h5>Otyugh 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 (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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Three or more otyughs, no two of which are more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Seven days or seven months (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>Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool.<br \/>You can choose to create 3d4 ordinary otyughs or 1d3+1 Huge otyughs with 15 HD (see page 296 of the Monster Manual).<br \/>The otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.<br \/>They remain with you for seven days unless you dismiss them.<br \/>If the otyughs are created only for guard duty, the duration of the spell is seven months.<br \/>In this case, the otyughs can only be ordered to guard a specific site or location.<br \/>Otyughs summoned to guard duty cannot move outside the spell&#39;s range.<br \/>You must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal.<br \/>After you cast the spell, otyughs not summoned for guard duty may leave the area of offal at your command.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Extradimensional pavilion, up to five 10-ft. cubes\/level (S), plus feast for 12 creatures\/level","area":"","duration":"1 day\/level (D) plus 12 hours; see text","saving_throw":"None","spell_resistance":"No","description":"You conjure up a grand pavilion-sized tent that has a single entrance on the plane from which the spell was cast.\nThe entry point looks like a faint shimmering in the air that is 10 feet wide by 15 feet high.\nOnly those you designate may enter the pavilion, and the entrance is shut and made invisible behind you when you enter.\nYou may open it again from your own side at will.\nOnce observers have passed beyond the entrance, they are in a spacious tent decorated in the colors of your faith.\nThe lighting can vary between darkness and daylight, and the temperature between 40 and 90 degrees Fahrenheit, at your discretion when casting the spell.\nThe pavilion is sumptuously furnished, including a full meal for a dozen people per caster level.\nAnyone who spends one full hour dining here gains benefits identical to those of a heroes' feast.\nWhile in the pavilion, creatures heal naturally at double the normal rate (not including fast healing or regeneration).","short_description":"You conjure up a grand pavilion-sized tent that has a single entrance on the plane from which the spe...","material_components":"0","name":"Pavilion of Grandeur","level":"","full_text":"<div><p><h5>Pavilion of Grandeur<\/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>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>Extradimensional pavilion, up to five 10-ft. cubes\/level (S), plus feast for 12 creatures\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level (D) plus 12 hours; 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 conjure up a grand pavilion-sized tent that has a single entrance on the plane from which the spell was cast.<br \/>The entry point looks like a faint shimmering in the air that is 10 feet wide by 15 feet high.<br \/>Only those you designate may enter the pavilion, and the entrance is shut and made invisible behind you when you enter.<br \/>You may open it again from your own side at will.<br \/>Once observers have passed beyond the entrance, they are in a spacious tent decorated in the colors of your faith.<br \/>The lighting can vary between darkness and daylight, and the temperature between 40 and 90 degrees Fahrenheit, at your discretion when casting the spell.<br \/>The pavilion is sumptuously furnished, including a full meal for a dozen people per caster level.<br \/>Anyone who spends one full hour dining here gains benefits identical to those of a heroes&#39; feast.<br \/>While in the pavilion, creatures heal naturally at double the normal rate (not including fast healing or regeneration).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 full round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One summoned phantom bear","area":"","duration":"Concentration up to 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"As phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar.\nPhantom Bear: Huge magical beast (incorporeal); HD 14d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, touch 25, flat-footed 16; Base Atk +14; Grp--; Atk +23 melee touch (2d6 plus 3d6 cold, claw); Full Atk +23 melee touch (2d6 plus 3d6 cold, 2 claws) and +21 melee (2d8 plus 3d6 cold, bite); SA fearsome roar; SQ darkvision 60 ft., incorporeal traits; AL N; SV Fort +13, Ref +17, Will +7; Str\n--, Dex 29, Con 20, Int 11, Wis 17, Cha 28.\nSkills and Feats: Listen +20, Spot +20; Dodge, Combat Reflexes, Mobility, Multiattack, Weapon Focus (bite).\nFearsome Roar: A phantom bear can loose a fearsome roar every 1d4 rounds.\nAll creatures except the caster of the phantom bear spell within 120 feet must succeed on a DC 26 Will save or be frightened for 3d6 rounds.\nThose who are within 30 feet when they fail their saves are panicked instead of frightened.\nIncorporeal Traits: A phantom bear is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities.\nIt has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.\nIt can pass through solid objects, but not force effects, at will.\nIts attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them.\nAn incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.","short_description":"As phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar.","material_components":"0","name":"Phantom Bear","level":"Druid 9","full_text":"<div><p><h5>Phantom Bear<\/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>Druid 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 full 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 phantom bear<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>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 phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar.<br \/>Phantom Bear: Huge magical beast (incorporeal); HD 14d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, touch 25, flat-footed 16; Base Atk +14; Grp&#8212;; Atk +23 melee touch (2d6 plus 3d6 cold, claw); Full Atk +23 melee touch (2d6 plus 3d6 cold, 2 claws) and +21 melee (2d8 plus 3d6 cold, bite); SA fearsome roar; SQ darkvision 60 ft., incorporeal traits; AL N; SV Fort +13, Ref +17, Will +7; Str<br \/>&#8212;, Dex 29, Con 20, Int 11, Wis 17, Cha 28.<br \/>Skills and Feats: Listen +20, Spot +20; Dodge, Combat Reflexes, Mobility, Multiattack, Weapon Focus (bite).<br \/>Fearsome Roar: A phantom bear can loose a fearsome roar every 1d4 rounds.<br \/>All creatures except the caster of the phantom bear spell within 120 feet must succeed on a DC 26 Will save or be frightened for 3d6 rounds.<br \/>Those who are within 30 feet when they fail their saves are panicked instead of frightened.<br \/>Incorporeal Traits: A phantom bear is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities.<br \/>It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.<br \/>It can pass through solid objects, but not force effects, at will.<br \/>Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them.<br \/>An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn&#39;t wish to be.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"One quasi-real, staglike creature","area":"","duration":"1 hour\/level (D)","saving_throw":"None; see text","spell_resistance":"No","description":"You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed.\nA phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound.\nIt has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider.\nThe phantom stag has an AC of 20 (-1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points per caster level.\nIt attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge).\nIt can also trample Medium or smaller foes, who must succeed on a Reflex save or take 1d6+9 points of damage as the stag moves through their space.\nA phantom stag has a speed of 20 feet per caster level, to a maximum of 300 feet.\nIt can bear its rider's weight plus up to 10 pounds per caster level.\nIt ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement.\nPhantom stags gain certain powers according to caster level.\nA mount's abilities include those of mounts of lower caster levels.\nThus, a mount created by a 16th-level caster has the 12th and 14th caster level abilities as well.\n12th Level: The phantom stag can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.\nThe phantom stag gains a +2 deflection bonus to AC.\n14th Level: The phantom stag can fly at its speed (average maneuverability).\nThe phantom stag gains a +4 deflection bonus to AC.\n16th Level: The phantom stag's antlers have the wounding and ghost touch weapon qualities.\nThe phantom stag gains a +6 deflection bonus to AC.\n18th Level: The phantom stag can use etherealness on behalf of its rider (as the spell, caster level 18th).\nThe phantom stag gains a +8 deflection bonus to AC.","short_description":"You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat...","material_components":"0","name":"Phantom Stag","level":"Druid 5","full_text":"<div><p><h5>Phantom Stag<\/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 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>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One quasi-real, staglike creature<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; 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 Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed.<br \/>A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound.<br \/>It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider.<br \/>The phantom stag has an AC of 20 (-1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points per caster level.<br \/>It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge).<br \/>It can also trample Medium or smaller foes, who must succeed on a Reflex save or take 1d6+9 points of damage as the stag moves through their space.<br \/>A phantom stag has a speed of 20 feet per caster level, to a maximum of 300 feet.<br \/>It can bear its rider&#39;s weight plus up to 10 pounds per caster level.<br \/>It ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement.<br \/>Phantom stags gain certain powers according to caster level.<br \/>A mount&#39;s abilities include those of mounts of lower caster levels.<br \/>Thus, a mount created by a 16th-level caster has the 12th and 14th caster level abilities as well.<br \/>12th Level: The phantom stag can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.<br \/>The phantom stag gains a +2 deflection bonus to AC.<br \/>14th Level: The phantom stag can fly at its speed (average maneuverability).<br \/>The phantom stag gains a +4 deflection bonus to AC.<br \/>16th Level: The phantom stag&#39;s antlers have the wounding and ghost touch weapon qualities.<br \/>The phantom stag gains a +6 deflection bonus to AC.<br \/>18th Level: The phantom stag can use etherealness on behalf of its rider (as the spell, caster level 18th).<br \/>The phantom stag gains a +8 deflection bonus to AC.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 full round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One summoned phantom wolf","area":"","duration":"Concentration up to 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You conjure forth an incorporeal white wolf with abnormally large, frosty jaws.\nThis phantom wolf follows your mental commands, acting on your behalf as long as it remains within range and you continue to concentrate on it.\nThe phantom wolf appears where you designate and acts as you direct on your turn.\nYou don't need to maintain line of effect once the spell is cast, but the spell ends if the phantom wolf is ever outside the spell's range.\nPhantom Wolf: Large magical beast (incorporeal); HD 12d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, touch 25, flat-footed 16; Base Atk +12; Grp--; Atk +21 melee touch (2d6 plus 3d6 cold, bite); Full Atk +22 melee touch (2d6 plus 3d6 cold, bite); SA frightful presence; SQ darkvision 60 ft., incorporeal traits; AL N; SV Fort +12, Ref +17, Will +7; Str--, Dex 29, Con 18, Int 11, Wis 17, Cha 26.\nSkills and Feats: Listen +20, Spot +20; Alertness, Dodge, Combat Reflexes, Mobility, Weapon Focus (bite).\nFrightful Presence: Creatures of less than 12 HD within 30 feet of an attacking phantom wolf must succeed on a DC 24 Will save or be frightened for 3d6 rounds.\nAn opponent that succeeds on the saving throw is immune to that same phantom wolf's frightful presence for 24 hours.\nIncorporeal Traits: A phantom wolf is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities.\nIt has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.\nIt can pass through solid objects, but not force effects, at will.\nIts attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them.\nAn incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.","short_description":"You conjure forth an incorporeal white wolf with abnormally large, frosty jaws.","material_components":"0","name":"Phantom Wolf","level":"Druid 8","full_text":"<div><p><h5>Phantom Wolf<\/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>Druid 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 full 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 phantom wolf<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>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 forth an incorporeal white wolf with abnormally large, frosty jaws.<br \/>This phantom wolf follows your mental commands, acting on your behalf as long as it remains within range and you continue to concentrate on it.<br \/>The phantom wolf appears where you designate and acts as you direct on your turn.<br \/>You don&#39;t need to maintain line of effect once the spell is cast, but the spell ends if the phantom wolf is ever outside the spell&#39;s range.<br \/>Phantom Wolf: Large magical beast (incorporeal); HD 12d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, touch 25, flat-footed 16; Base Atk +12; Grp&#8212;; Atk +21 melee touch (2d6 plus 3d6 cold, bite); Full Atk +22 melee touch (2d6 plus 3d6 cold, bite); SA frightful presence; SQ darkvision 60 ft., incorporeal traits; AL N; SV Fort +12, Ref +17, Will +7; Str&#8212;, Dex 29, Con 18, Int 11, Wis 17, Cha 26.<br \/>Skills and Feats: Listen +20, Spot +20; Alertness, Dodge, Combat Reflexes, Mobility, Weapon Focus (bite).<br \/>Frightful Presence: Creatures of less than 12 HD within 30 feet of an attacking phantom wolf must succeed on a DC 24 Will save or be frightened for 3d6 rounds.<br \/>An opponent that succeeds on the saving throw is immune to that same phantom wolf&#39;s frightful presence for 24 hours.<br \/>Incorporeal Traits: A phantom wolf is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities.<br \/>It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.<br \/>It can pass through solid objects, but not force effects, at will.<br \/>Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them.<br \/>An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn&#39;t wish to be.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One swarm of rats\/two levels, each of which must be adjacent to at least one other swarm","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You summon a number of swarms of rats (one per two levels, to a maximum of six swarms at 12th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the rat swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.\n\nSee the _Monster Manual_ for details on rat swarms.","short_description":"You summon a number of swarms of rats (one per two levels, to a maximum of six swarms at 12th level)....","material_components":"0","name":"Plague of Rats","level":"","full_text":"<div><p><h5>Plague of Rats<\/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 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 swarm of rats\/two levels, each of which must be adjacent to at least one other swarm<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 summon a number of swarms of rats (one per two levels, to a maximum of six swarms at 12th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the rat swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won&#39;t pursue creatures that flee.<\/p>\n\n\t<p>See the <em>Monster Manual<\/em> for details on rat swarms.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"With this spell you create a mass of entangling vines. The spell otherwise works as the _entangle_:spells\/players-handbook-v35--6\/entangle--2807\/ spell, but the entangling plants are poisonous (contact, 1d6 Dex\/2d6 Dex). A successful Fortitude save is required only upon the first entry into the spell's area (and again 1 minute later); creatures don't have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your level to share this immunity.","short_description":"With this spell you create a mass of entangling vines.","material_components":"0","name":"Poison Vines","level":"Druid 7","full_text":"<div><p><h5>Poison Vines<\/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 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>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>With this spell you create a mass of entangling vines. The spell otherwise works as the <a href=\/spells\/players-handbook-v35--6\/entangle--2807\/><em>entangle<\/em><\/a> spell, but the entangling plants are poisonous (contact, 1d6 Dex\/2d6 Dex). A successful Fortitude save is required only upon the first entry into the spell&#39;s area (and again 1 minute later); creatures don&#39;t have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your level to share this immunity.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius spread, centered on you","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"Needle-sharp quills emerge from your skin as you cast this spell, then fly outward in every direction when you complete the spell.\nCreatures within the spread of a quill blast are hit by one or more quills, depending on their size:\nCreatures who make their saves are struck by half as many quills; Tiny or smaller creatures avoid the quills completely.\nEach quill inflicts 1d6 points of piercing damage and lodges itself in the flesh of any living creature it hits.\nLodged quills impose a -1 penalty on attacks, saves, and checks per quill.\nA quill can be removed safely as a standard action with a DC 20 Heal check.\nOtherwise, removing a quill deals an extra 1d6 points of damage.\nMaterial Component: Porcupine quill.","short_description":"Needle-sharp quills emerge from your skin as you cast this spell, then fly outward in every direction...","material_components":"0","name":"Quill Blast","level":"Druid 5","full_text":"<div><p><h5>Quill Blast<\/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 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>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>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>Needle-sharp quills emerge from your skin as you cast this spell, then fly outward in every direction when you complete the spell.<br \/>Creatures within the spread of a quill blast are hit by one or more quills, depending on their size:<br \/>Creatures who make their saves are struck by half as many quills; Tiny or smaller creatures avoid the quills completely.<br \/>Each quill inflicts 1d6 points of piercing damage and lodges itself in the flesh of any living creature it hits.<br \/>Lodged quills impose a -1 penalty on attacks, saves, and checks per quill.<br \/>A quill can be removed safely as a standard action with a DC 20 Heal check.<br \/>Otherwise, removing a quill deals an extra 1d6 points of damage.<br \/>Material Component: Porcupine quill.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"All allies within a 60-ft.-radius burst centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"_By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your allies while causing confusion and weakness among your enemies._\n\nThe spell affects all allies and foes within the spell's area at the moment you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the same patron deity as you.\n\nDivine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.","short_description":"_By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your...","material_components":"0","name":"Recitation","level":"Cleric 4","full_text":"<div><p><h5>Recitation<\/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<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 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><em>By reciting a sacred passage or declaration, you invoke your deity&#39;s blessing upon yourself and your allies while causing confusion and weakness among your enemies.<\/em><\/p>\n\n\t<p>The spell affects all allies and foes within the spell&#39;s area at the moment you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the same patron deity as you.<\/p>\n\n\t<p>Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Willing creature touched","effect":"","area":"","duration":"2 rounds","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With this spell, you create a temporary cocoon of energy around a creature you touch that provides healing and a measure of protection.\nWhen you cast the spell, the cocoon forms around the target.\nThe glowing, yellow-green cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon.\nThe cocoon initially forms a few inches from the target, but deforms enough to allow the target to reach into a backpack, cast a spell with a somatic component, draw a weapon, or perform similar actions.\nThe target can't move from the space it is in while cocooned, however.\nNor can it leave the rejuvenation cocoon early without using teleportation magic or dealing enough damage to destroy the cocoon.\nThe cocoon has hardness 10 and 10 hit points per caster level.\nIf it is destroyed, the spell ends.\nOne round after the cocoon forms, it heals the target of 10 points of damage per caster level and purges the target of poison and disease.\nAt the end of the second round, the rejuvenation cocoon dissipates and the target emerges, able to move and act freely.\nMaterial Component: Cocoon from a butterfly.","short_description":"With this spell, you create a temporary cocoon of energy around a creature you touch that provides he...","material_components":"0","name":"Rejuvenation Cocoon","level":"Druid 5","full_text":"<div><p><h5>Rejuvenation Cocoon<\/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>Druid 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>Touch<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>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>With this spell, you create a temporary cocoon of energy around a creature you touch that provides healing and a measure of protection.<br \/>When you cast the spell, the cocoon forms around the target.<br \/>The glowing, yellow-green cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon.<br \/>The cocoon initially forms a few inches from the target, but deforms enough to allow the target to reach into a backpack, cast a spell with a somatic component, draw a weapon, or perform similar actions.<br \/>The target can&#39;t move from the space it is in while cocooned, however.<br \/>Nor can it leave the rejuvenation cocoon early without using teleportation magic or dealing enough damage to destroy the cocoon.<br \/>The cocoon has hardness 10 and 10 hit points per caster level.<br \/>If it is destroyed, the spell ends.<br \/>One round after the cocoon forms, it heals the target of 10 points of damage per caster level and purges the target of poison and disease.<br \/>At the end of the second round, the rejuvenation cocoon dissipates and the target emerges, able to move and act freely.<br \/>Material Component: Cocoon from a butterfly.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, XP","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until triggered","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell creates a pact between the target and a deity that uses divine energy to wipe away any of a host of conditions that may afflict the target.\nOnce this spell is cast, the pact remains dormant until the target is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,\ninsanity, nauseated, sickened, stunned, or poisoned.\nOne round after the target is affected by a condition that triggers the renewal pact, the target receives a heal spell (caster level equal to the caster of the renewal pact.\nA creature can be subject to only one renewal pact at a time.\nCasting renewal pact on a target who already has an untriggered renewal pact voids the earlier pact.\nXP Cost: 500 XP.","short_description":"This spell creates a pact between the target and a deity that uses divine energy to wipe away any of ...","material_components":"0","name":"Renewal Pact","level":"Cleric 7","full_text":"<div><p><h5>Renewal Pact<\/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 7<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>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 until triggered<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 pact between the target and a deity that uses divine energy to wipe away any of a host of conditions that may afflict the target.<br \/>Once this spell is cast, the pact remains dormant until the target is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,<br \/>insanity, nauseated, sickened, stunned, or poisoned.<br \/>One round after the target is affected by a condition that triggers the renewal pact, the target receives a heal spell (caster level equal to the caster of the renewal pact.<br \/>A creature can be subject to only one renewal pact at a time.<br \/>Casting renewal pact on a target who already has an untriggered renewal pact voids the earlier pact.<br \/>XP Cost: 500 XP.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Dead ally touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"You touch a recently slain ally and temporarily restore her to life so she may continue to fight.\nThe target can have been dead for up to 1 round\/caster level.\nShe functions as if a raise dead spell had been cast upon her, except that she does not lose a level and has half of her full normal hit points.\nShe is alive (not undead) for the duration of the spell and\ncan be healed normally, but dies as soon as the spell ends.\nWhile the subject is under this spell, she is not affected by resurrection or raise dead.\nThe target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed her.","short_description":"You touch a recently slain ally and temporarily restore her to life so she may continue to fight.","material_components":"0","name":"Revenance","level":"Blackguard 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Revenance<\/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>Blackguard 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>Touch<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; 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>You touch a recently slain ally and temporarily restore her to life so she may continue to fight.<br \/>The target can have been dead for up to 1 round\/caster level.<br \/>She functions as if a raise dead spell had been cast upon her, except that she does not lose a level and has half of her full normal hit points.<br \/>She is alive (not undead) for the duration of the spell and<br \/>can be healed normally, but dies as soon as the spell ends.<br \/>While the subject is under this spell, she is not affected by resurrection or raise dead.<br \/>The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed her.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius spread","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime.\n\nA patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone.\n\nOn the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.\n\n_Material Component:_ A few drops of stagnant pond water.","short_description":"You create a wave of green slime that begins at the range you choose and violently spreads to the lim...","material_components":"0","name":"Slime Wave","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Slime Wave<\/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 \/ 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>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>Reflex 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>You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime.<\/p>\n\n\t<p>A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal&#39;s hardness but not that of wood. It does not harm stone.<\/p>\n\n\t<p>On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.<\/p>\n\n\t<p><em>Material Component:<\/em> A few drops of stagnant pond water.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One special mount","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"When this spell is cast, a ghostly chariot forms behind the paladin's special mount.\nThe chariot is large and ornate, and it is made of transparent, faintly glowing energy.\nUsually the holy symbol of the paladin's deity is emblazoned on the sides of the chariot.\nThe mount is correctly harnessed to the chariot.\nThe chariot can hold 1 Medium creature or two Small creatures plus the driver (usually the paladin).\nAlthough the chariot seems large and sturdy, it and its occupants have no weight for the purpose of the mount's load, so the horse can travel at full speed.\nIf the chariot is ever unhitched from the special mount, it disappears.\nThe driver of the spiritual chariot gains a +4 sacred bonus on her Handle Animal checks.\nThe chariot is made of magical force and is immune to damage.\nIt interacts with other spells just like a wall of force.\nThose in the chariot have cover based on their size and the position of their attackers.\nIn most situations, Medium creatures inside the chariot gain cover (+4 bonus to AC, +2 bonus on Reflex saving throws).","short_description":"When this spell is cast, a ghostly chariot forms behind the paladin's special mount.","material_components":"0","name":"Spiritual Chariot","level":"Blackguard 4 \/ Paladin 4","full_text":"<div><p><h5>Spiritual 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>Blackguard 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>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>When this spell is cast, a ghostly chariot forms behind the paladin&#39;s special mount.<br \/>The chariot is large and ornate, and it is made of transparent, faintly glowing energy.<br \/>Usually the holy symbol of the paladin&#39;s deity is emblazoned on the sides of the chariot.<br \/>The mount is correctly harnessed to the chariot.<br \/>The chariot can hold 1 Medium creature or two Small creatures plus the driver (usually the paladin).<br \/>Although the chariot seems large and sturdy, it and its occupants have no weight for the purpose of the mount&#39;s load, so the horse can travel at full speed.<br \/>If the chariot is ever unhitched from the special mount, it disappears.<br \/>The driver of the spiritual chariot gains a +4 sacred bonus on her Handle Animal checks.<br \/>The chariot is made of magical force and is immune to damage.<br \/>It interacts with other spells just like a wall of force.<br \/>Those in the chariot have cover based on their size and the position of their attackers.<br \/>In most situations, Medium creatures inside the chariot gain cover (+4 bonus to AC, +2 bonus on Reflex saving throws).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"40-ft.-radius storm cloud, 200 feet above the ground","area":"","duration":"Concentration (maximum 4 rounds) (D)","saving_throw":"See text","spell_resistance":"Yes","description":"This spell creates a black storm cloud that hovers over your enemies, striking them with a terrifying combination of effects from the Elemental Planes.\nWhen created, the storm of elemental fury buffets the area immediately below it with a whirling windstorm that functions as described on pages 94-95 of the Dungeon Master's Guide.\nRanged attacks within the area of the storm are impossible, and Small or smaller creatures must succeed on a Fortitude save or be blown away.\nMedium creatures must make their Fortitude save or be knocked prone, and Large or larger creatures must succeed on a Fortitude save to move that round.\nFlying creatures that fail their saves are instead blown in a random direction, traveling 1d6x5 feet of Large or larger, 1d6x10 feet if Medium, and 2d6x10 feet if Small or smaller.\nSpells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to\nthe storm of elemental fury's save DC + the level of the spell the caster is trying to cast.\nIf you do not maintain concentration on the spell after casting it, the spell ends.\nIf you continue to concentrate, the spell generates additional effects in each following round, as noted below.\nEach effect occurs during your turn.\nAs a move action (taken in addition to the standard action required to maintain concentration), you can move the storm cloud up to 40 feet in any direction.\n2nd round: Chunks of rock fall from the sky, dealing 5d6 points of bludgeoning damage (no save).\n3rd round: A deluge of rain extinguishes unprotected flames and perhaps protected ones as well (50% chance).\nThe torrential downpour reduces visibility to 5 feet and cuts movement speed in half.\n4th round: Flame pelts the area underneath the storm cloud, dealing 1d6 points of fire damage per caster level (Reflex half).","short_description":"This spell creates a black storm cloud that hovers over your enemies, striking them with a terrifying...","material_components":"0","name":"Storm of Elemental Fury","level":"Druid 8","full_text":"<div><p><h5>Storm of Elemental 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>Conjuration (Summoning)<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, 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>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>40-ft.-radius storm cloud, 200 feet above the ground<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum 4 rounds) (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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a black storm cloud that hovers over your enemies, striking them with a terrifying combination of effects from the Elemental Planes.<br \/>When created, the storm of elemental fury buffets the area immediately below it with a whirling windstorm that functions as described on pages 94-95 of the Dungeon Master&#39;s Guide.<br \/>Ranged attacks within the area of the storm are impossible, and Small or smaller creatures must succeed on a Fortitude save or be blown away.<br \/>Medium creatures must make their Fortitude save or be knocked prone, and Large or larger creatures must succeed on a Fortitude save to move that round.<br \/>Flying creatures that fail their saves are instead blown in a random direction, traveling 1d6&#215;5 feet of Large or larger, 1d6&#215;10 feet if Medium, and 2d6&#215;10 feet if Small or smaller.<br \/>Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to<br \/>the storm of elemental fury&#39;s save DC + the level of the spell the caster is trying to cast.<br \/>If you do not maintain concentration on the spell after casting it, the spell ends.<br \/>If you continue to concentrate, the spell generates additional effects in each following round, as noted below.<br \/>Each effect occurs during your turn.<br \/>As a move action (taken in addition to the standard action required to maintain concentration), you can move the storm cloud up to 40 feet in any direction.<br \/>2nd round: Chunks of rock fall from the sky, dealing 5d6 points of bludgeoning damage (no save).<br \/>3rd round: A deluge of rain extinguishes unprotected flames and perhaps protected ones as well (50% chance).<br \/>The torrential downpour reduces visibility to 5 feet and cuts movement speed in half.<br \/>4th round: Flame pelts the area underneath the storm cloud, dealing 1d6 points of fire damage per caster level (Reflex half).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"Unattended, nonmagical object of nonliving matter, up to 1 cu. ft.\/level","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create a nonmagical, unattended object of any sort of matter.\nItems created are permanent and cannot be negated by dispelling magics or negating powers.\nFor all intents and purposes, these items are completely real.\nThe volume of the item created cannot exceed 1 cubic foot per caster level.\nYou must succeed on an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.\nUnlike the items brought into being by the lower-level spells minor creation and major creation (see the Player's Handbook for those spell descriptions), objects created by the casting of true creation can be used as material components.\nMaterial Component: A small piece of matter of the same type of item you plan to create--a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.\nXP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player's Handbook for item costs).","short_description":"You create a nonmagical, unattended object of any sort of matter.","material_components":"0","name":"True Creation","level":"","full_text":"<div><p><h5>True Creation<\/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>10 minutes<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>Unattended, nonmagical object of nonliving matter, up to 1 cu. 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>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a nonmagical, unattended object of any sort of matter.<br \/>Items created are permanent and cannot be negated by dispelling magics or negating powers.<br \/>For all intents and purposes, these items are completely real.<br \/>The volume of the item created cannot exceed 1 cubic foot per caster level.<br \/>You must succeed on an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.<br \/>Unlike the items brought into being by the lower-level spells minor creation and major creation (see the Player&#39;s Handbook for those spell descriptions), objects created by the casting of true creation can be used as material components.<br \/>Material Component: A small piece of matter of the same type of item you plan to create&#8212;a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.<br \/>XP Cost: The item&#39;s gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player&#39;s Handbook for item costs).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"10 rounds + 1 round\/level (max 25 rounds)","saving_throw":"","spell_resistance":"","description":"This spell is the same as lesser vigor, except that it grants fast healing at the rate of 2 hit points per round.","short_description":"This spell is the same as lesser vigor, except that it grants fast healing at the rate of 2 hit point...","material_components":"0","name":"Vigor","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Vigor<\/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 3 \/ Druid 3<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 rounds + 1 round\/level (max 25 rounds)<br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as lesser vigor, except that it grants fast healing at the rate of 2 hit points per round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"10 rounds + 1 round\/level (max 35 rounds)","saving_throw":"","spell_resistance":"","description":"This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit points per round.","short_description":"This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit point...","material_components":"0","name":"Vigor, Greater","level":"Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Vigor, 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 (Healing)<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><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 rounds + 1 round\/level (max 35 rounds)<br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit points per round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 rounds + 1 round\/level (max 15 rounds)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell.\nThe subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.\nLesser vigor does not restore hit points lost fromstarvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.\nThe effects of multiple vigor spells do not stack; only the highest-level effect applies.\nApplying a second vigor spell of equal level extends the first spell's duration by the full duration of the second spell.","short_description":"With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ...","material_components":"0","name":"Vigor, Lesser","level":"Cleric 1 \/ Druid 1","full_text":"<div><p><h5>Vigor, 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 (Healing)<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 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 rounds + 1 round\/level (max 15 rounds)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>With a touch of your hand, you boost the subject&#39;s life energy, granting him or her the fast healing ability for the duration of the spell.<br \/>The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.<br \/>Lesser vigor does not restore hit points lost fromstarvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.<br \/>The effects of multiple vigor spells do not stack; only the highest-level effect applies.<br \/>Applying a second vigor spell of equal level extends the first spell&#39;s duration by the full duration of the second spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/two levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"10 rounds + 1 round\/level (max 25 rounds)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized  if he or she begins dying from hit point loss during that time. Mass lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.\n\nThe effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell's duration by the full duration of the second spell.","short_description":"You invoke healing energy over a group of creatures, granting each the fast healing ability for the d...","material_components":"0","name":"Vigor, Mass Lesser","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Vigor, Mass 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 (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 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>10 rounds + 1 round\/level (max 25 rounds)<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 invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized  if he or she begins dying from hit point loss during that time. Mass lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.<\/p>\n\n\t<p>The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell&#39;s duration by the full duration of the second spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"10 rounds + 1 round\/level (max 40 rounds)","saving_throw":"","spell_resistance":"","description":"This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.","short_description":"This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit ...","material_components":"0","name":"Vigorous Circle","level":"Cleric 6 \/ Druid 6","full_text":"<div><p><h5>Vigorous Circle<\/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 6 \/ Druid 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>Duration:<\/b><br\/><\/td><td>10 rounds + 1 round\/level (max 40 rounds)<br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"A cylinder 10 ft. wide and 80 ft. tall","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"Waterspout causes water to rise up into a whirling, cylindrical column. A body of water at least 10 feet wide and 20 feet deep must be present, or the spell is wasted. If the waterspout encounters insufficient depth after it has formed, it collapses.\n\nThe waterspout moves at a speed of 30 feet and must remain over water. You can concentrate on controlling the waterspout's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing the waterspout's movement or changing its programmed movement is a standard action for you. The waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell's range, it collapses and the spell ends.\n\nThe waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with the waterspout must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures who fail their save are sucked into the spout and held suspended in its powerful currents, taking 2d6 points of damage each round with no save allowed. Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking falling damage) 1d8x5 feet from the base of the waterspout.\n\nWaterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.\n\nOnly the smallest canoes, kayaks, or coracles can be sucked into the spout. The occupant of any such craft may make a Profession (sailor) check instead of a Reflex save (his choice) to avoid being sucked up.","short_description":"Waterspout causes water to rise up into a whirling, cylindrical column.","material_components":"0","name":"Waterspout","level":"Druid 7","full_text":"<div><p><h5>Waterspout<\/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 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 full 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>A cylinder 10 ft. wide and 80 ft. tall<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 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>Waterspout causes water to rise up into a whirling, cylindrical column. A body of water at least 10 feet wide and 20 feet deep must be present, or the spell is wasted. If the waterspout encounters insufficient depth after it has formed, it collapses.<\/p>\n\n\t<p>The waterspout moves at a speed of 30 feet and must remain over water. You can concentrate on controlling the waterspout&#39;s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing the waterspout&#39;s movement or changing its programmed movement is a standard action for you. The waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell&#39;s range, it collapses and the spell ends.<\/p>\n\n\t<p>The waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with the waterspout must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures who fail their save are sucked into the spout and held suspended in its powerful currents, taking 2d6 points of damage each round with no save allowed. Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking falling damage) 1d8&#215;5 feet from the base of the waterspout.<\/p>\n\n\t<p>Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.<\/p>\n\n\t<p>Only the smallest canoes, kayaks, or coracles can be sucked into the spout. The occupant of any such craft may make a Profession (sailor) check instead of a Reflex save (his choice) to avoid being sucked up.<\/p><\/p>Reference: Complete Divine<\/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 nature servant","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"A wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks.\nIt can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn't involve knowledge of technology.\nIt cannot, for example, open a latched chest, since it doesn't know how a latch works.\nThe wose can perform only one activity at a time, but it repeats the same activity if told to do so.\nThus, if you commanded it to gather leaves, it would continue to do so while you turned your attention elsewhere, as long as you remained within range.\nThe wose has an effective Strength score of 2, so it can lift 20 pounds or drag 100 pounds.\nIt can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates.\nIts speed is 15 feet in any direction, even up.\nA wood wose cannot attack in any way; it is never allowed an attack roll or a saving throw.\nIt cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.\nIf you attempt to send the wose beyond the spell's range (measured from your current position), it ceases to exist.","short_description":"A wood wose is a translucent, green nature spirit that you can command to perform simple natural task...","material_components":"0","name":"Wood Wose","level":"Druid 1","full_text":"<div><p><h5>Wood Wose<\/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 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 nature servant<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 wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks.<br \/>It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn&#39;t involve knowledge of technology.<br \/>It cannot, for example, open a latched chest, since it doesn&#39;t know how a latch works.<br \/>The wose can perform only one activity at a time, but it repeats the same activity if told to do so.<br \/>Thus, if you commanded it to gather leaves, it would continue to do so while you turned your attention elsewhere, as long as you remained within range.<br \/>The wose has an effective Strength score of 2, so it can lift 20 pounds or drag 100 pounds.<br \/>It can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates.<br \/>Its speed is 15 feet in any direction, even up.<br \/>A wood wose cannot attack in any way; it is never allowed an attack roll or a saving throw.<br \/>It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.<br \/>If you attempt to send the wose beyond the spell&#39;s range (measured from your current position), it ceases to exist.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"60-ft. spread, centered on you","area":"","duration":"Concentration","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.","short_description":"This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.","material_components":"0","name":"Blessed Aim","level":"Blackguard 2 \/ Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Blessed 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>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3 \/ 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>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>60-ft. spread, centered on you<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>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"Up to eight living creatures within range","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n* The ceaseless chaos representing images of surface thoughts\n* Individual trains of thought in whatever order you desire\n* Information from all minds about one particular topic, thing, or being, one nugget of information per caster level\n* A study of the thoughts and memories of one creature of the group in detail Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.\nThe creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.\n(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).\nSuccess on this saving throw does not negate the other effects of the brain spider for that creature.\nYou can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.\nLanguage is not a barrier, and you need not personally know the beings--you can choose, for instance, the nearest eight guards who must be in that chamber there.\nThe spell cannot reach those who make a successful Will save.\nMaterial Component: A spider of any size or type.\nIt may be dead, but must still have all eight legs.","short_description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creature...","material_components":"0","name":"Brain Spider","level":"Cleric 8","full_text":"<div><p><h5>Brain Spider<\/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 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 full 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>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<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 eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n\t<ul>\n\t\t<li>The ceaseless chaos representing images of surface thoughts<\/li>\n\t\t<li>Individual trains of thought in whatever order you desire<\/li>\n\t\t<li>Information from all minds about one particular topic, thing, or being, one nugget of information per caster level<\/li>\n\t\t<li>A study of the thoughts and memories of one creature of the group in detail Once per round, if you do not perform a detailed study of one creature&#39;s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.<\/li>\n\t<\/ul><br \/>The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.<br \/>(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).<br \/>Success on this saving throw does not negate the other effects of the brain spider for that creature.<br \/>You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.<br \/>Language is not a barrier, and you need not personally know the beings&#8212;you can choose, for instance, &quot;the nearest eight guards who must be in that chamber there&quot;.<br \/>The spell cannot reach those who make a successful Will save.<br \/>Material Component: A spider of any size or type.<br \/>It may be dead, but must still have all eight legs.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can use a creature's vision instead of your own.\nWhile this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature.\nIn this way, your sensor can infiltrate a closely guarded area.\nDuring your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.","short_description":"You can use a creature's vision instead of your own.","material_components":"0","name":"Chain of Eyes","level":"Cleric 3 \/ Druid 4","full_text":"<div><p><h5>Chain 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>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ 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>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>You can use a creature&#39;s vision instead of your own.<br \/>While this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature.<br \/>In this way, your sensor can infiltrate a closely guarded area.<br \/>During your turn in a round, you can use a free action to switch from seeing through the current creature&#39;s eyes to seeing normally or back again.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of a favored enemy.\nThe amount of information revealed depends on how long you study a particular area.\n1st Round: Presence or absence of a favored enemy in the area.\n2nd Round: Types of favored enemies in the area and the number of each type.\n3rd Round: The location and HD of each individual present.\nNote: Each round you can turn to detect things 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 of wood or dirt blocks detection.","short_description":"You can sense the presence of a favored enemy.","material_components":"0","name":"Detect Favored Enemy","level":"Ranger 3","full_text":"<div><p><h5>Detect Favored Enemy<\/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 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>60 ft.<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>You can sense the presence of a favored enemy.<br \/>The amount of information revealed depends on how long you study a particular area.<br \/>1st Round: Presence or absence of a favored enemy in the area.<br \/>2nd Round: Types of favored enemies in the area and the number of each type.<br \/>3rd Round: The location and HD of each individual present.<br \/>Note: Each round you can turn to detect things 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 of wood or dirt blocks detection.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"S","casting_time":"1 full round","range":"See text","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations.\nYour spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location.\nThe spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.\nYour spirit can do nothing but move and observe--it cannot speak, attack, cast spells, or perform any other action.\nAt the end of the spell, your spirit instantaneously returns to your body and you wake up.\nIf your body is disturbed while your spirit is wandering, the spell ends immediately.","short_description":"You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to dist...","material_components":"0","name":"Dream Sight","level":"","full_text":"<div><p><h5>Dream 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><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 full 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 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations.<br \/>Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location.<br \/>The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.<br \/>Your spirit can do nothing but move and observe&#8212;it cannot speak, attack, cast spells, or perform any other action.<br \/>At the end of the spell, your spirit instantaneously returns to your body and you wake up.<br \/>If your body is disturbed while your spirit is wandering, the spell ends immediately.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Long (400 ft. + 40 ft.\/level); see text","target":"One creature","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"With this spell, you become an unerring tracker, instantly aware of your quarry's location whenever it's on the move.\nThe implacable pursuer spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10 feet away from where it started.\nThe difficulty of the save against implacable pursuer depends on your relationship to the subject.\nYou apply your favored enemy bonus (if any) to the DC of the Will save the target attempts.\nOnce you successfully target a creature with implacable pursuer, you'll know its location as long as it's moving, no matter where it goes on the same plane.\nEven if it leaves the plane, implacable pursuer tells you what plane the target creature went to.\nThe spell then provides no further information until you and the subject creature are on the same plane, in which case implacable pursuer resumes functioning normally.","short_description":"With this spell, you become an unerring tracker, instantly aware of your quarry's location whenever i...","material_components":"0","name":"Implacable Pursuer","level":"Blackguard 4 \/ Ranger 4","full_text":"<div><p><h5>Implacable Pursuer<\/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 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 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level); see text<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; 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>With this spell, you become an unerring tracker, instantly aware of your quarry&#39;s location whenever it&#39;s on the move.<br \/>The implacable pursuer spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10 feet away from where it started.<br \/>The difficulty of the save against implacable pursuer depends on your relationship to the subject.<br \/>You apply your favored enemy bonus (if any) to the DC of the Will save the target attempts.<br \/>Once you successfully target a creature with implacable pursuer, you&#39;ll know its location as long as it&#39;s moving, no matter where it goes on the same plane.<br \/>Even if it leaves the plane, implacable pursuer tells you what plane the target creature went to.<br \/>The spell then provides no further information until you and the subject creature are on the same plane, in which case implacable pursuer resumes functioning normally.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature, which must be a favored enemy of the caster","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"By pointing your figure at a favored enemy of yours, you mark it with a glowing rune that only you can see.\nYour favored enemy bonuses against a foe with a mark of the hunter are +4 higher than they would otherwise be.\nFurthermore, the rune limns your enemy, making him easier for you to attack.\nThe subject of a mark of the hunter gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment.\nOther effects that grant a miss chance (such as incorporealness) work normally.\nMaterial Component: A bit of skin or bone from the relevant favored enemy type.","short_description":"By pointing your figure at a favored enemy of yours, you mark it with a glowing rune that only you ca...","material_components":"0","name":"Mark of the Hunter","level":"Ranger 3","full_text":"<div><p><h5>Mark of the Hunter<\/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 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>10 min.\/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>By pointing your figure at a favored enemy of yours, you mark it with a glowing rune that only you can see.<br \/>Your favored enemy bonuses against a foe with a mark of the hunter are +4 higher than they would otherwise be.<br \/>Furthermore, the rune limns your enemy, making him easier for you to attack.<br \/>The subject of a mark of the hunter gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment.<br \/>Other effects that grant a miss chance (such as incorporealness) work normally.<br \/>Material Component: A bit of skin or bone from the relevant favored enemy type.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, AF","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"A brief supplication gives you (and only you) a vision that hints at how dangerous the immediate future is likely to be.\nBased on an assessment of the caster's immediate surroundings and likely path of travel, the caster receives one of three visions: safety, peril, or great danger.\nThe base chance for receiving an accurate reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly.\nIf the omen of peril is successful, you get one of three visions, which lasts just a second or two:\n* Safety. The caster isn't in any immediate danger.\nIf he continues on his present course (or remains where he is if he's been stationary for some time before casting the spell), he'll face no significant monsters, traps, or other challenges for the next hour or so.\n* Peril. The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.\n* Great danger. The caster's very life is at grave risk.\nHe will likely face powerful NPCs or deadly traps in the next hour.\nIf the roll fails, you get one of the other two results, determined randomly by the DM, and you don't necessarily know that you failed because the DM rolls secretly.\nChoosing which vision is correct takes some educated guesswork on the part of the DM, who should assess the party's likely courses of action and what dangers they're likely to face.\nThe exact form that an omen of peril takes depends on whether the caster worships a specific deity, venerates nature as a druid, or simply upholds abstract principles.\nA druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger.\nA cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.\nUnlike the more powerful augury, an omen of peril doesn't respond to a specific question.\nIt only indicates the level of danger likely for the next hour, not what form the danger will take.\nFocus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.","short_description":"A brief supplication gives you (and only you) a vision that hints at how dangerous the immediate futu...","material_components":"0","name":"Omen of Peril","level":"Cleric 1 \/ Druid 1","full_text":"<div><p><h5>Omen of Peril<\/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 \/ Druid 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 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>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>A brief supplication gives you (and only you) a vision that hints at how dangerous the immediate future is likely to be.<br \/>Based on an assessment of the caster&#39;s immediate surroundings and likely path of travel, the caster receives one of three visions: safety, peril, or great danger.<br \/>The base chance for receiving an accurate reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly.<br \/>If the omen of peril is successful, you get one of three visions, which lasts just a second or two:\n\t<ul>\n\t\t<li>Safety. The caster isn&#39;t in any immediate danger.<\/li>\n\t<\/ul><br \/>If he continues on his present course (or remains where he is if he&#39;s been stationary for some time before casting the spell), he&#39;ll face no significant monsters, traps, or other challenges for the next hour or so.\n\t<ul>\n\t\t<li>Peril. The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.<\/li>\n\t\t<li>Great danger. The caster&#39;s very life is at grave risk.<\/li>\n\t<\/ul><br \/>He will likely face powerful NPCs or deadly traps in the next hour.<br \/>If the roll fails, you get one of the other two results, determined randomly by the DM, and you don&#39;t necessarily know that you failed because the DM rolls secretly.<br \/>Choosing which vision is &quot;correct&quot; takes some educated guesswork on the part of the DM, who should assess the party&#39;s likely courses of action and what dangers they&#39;re likely to face.<br \/>The exact form that an omen of peril takes depends on whether the caster worships a specific deity, venerates nature as a druid, or simply upholds abstract principles.<br \/>A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger.<br \/>A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.<br \/>Unlike the more powerful augury, an omen of peril doesn&#39;t respond to a specific question.<br \/>It only indicates the level of danger likely for the next hour, not what form the danger will take.<br \/>Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.","short_description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the ...","material_components":"0","name":"Probe Thoughts","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Probe Thoughts<\/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 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 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>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; 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>All the subject&#39;s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject&#39;s knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power&#39;s range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"You and one willing creature within 30 ft.","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.\nThe bond can be established only with a willing subject.\nYou can communicate telepathically through the bond regardless of language.\nNo special power or influence is established as a result of the bond.\nOnce the bond is formed, it works over any distance (although not from one plane to another).","short_description":"You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.","material_components":"0","name":"Telepathic Bond, Lesser","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Telepathic Bond, 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>Divination<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<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>10 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>You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.<br \/>The bond can be established only with a willing subject.<br \/>You can communicate telepathically through the bond regardless of language.<br \/>No special power or influence is established as a result of the bond.<br \/>Once the bond is formed, it works over any distance (although not from one plane to another).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"1 mile radius + 1 mile\/level","target":"","effect":"","area":"1 mile radius + 1 mile\/level, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You may accurately predict the natural weather up to one week into the future.\nIf unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell.\nMaterial Component: Incense.\nDivine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).","short_description":"You may accurately predict the natural weather up to one week into the future.","material_components":"0","name":"Weather Eye","level":"Cleric 4 \/ Druid 3","full_text":"<div><p><h5>Weather 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>Cleric 4 \/ Druid 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 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile radius + 1 mile\/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>No<br\/><\/td><\/tr><\/table><p>\t<p>You may accurately predict the natural weather up to one week into the future.<br \/>If unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell.<br \/>Material Component: Incense.<br \/>Divine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell grants you the ability to make one ray attack per round.\nThe ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.\nThe creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"This spell grants you the ability to make one ray attack per round.","material_components":"0","name":"Bolts of Bedevilment","level":"","full_text":"<div><p><h5>Bolts of Bedevilment<\/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 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>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 grants you the ability to make one ray attack per round.<br \/>The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.<br \/>The creature is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1d4+1 rounds","saving_throw":"None","spell_resistance":"Yes","description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.\nThis spell makes it impossible for the victim to do anything other than race about caterwauling.\nThe spell gives the subject a -4 penalty to Armor Class, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.","short_description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad...","material_components":"0","name":"Maddening Scream","level":"","full_text":"<div><p><h5>Maddening Scream<\/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>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>1d4+1 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<br\/><\/td><\/tr><\/table><p>\t<p>The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.<br \/>This spell makes it impossible for the victim to do anything other than race about caterwauling.<br \/>The spell gives the subject a -4 penalty to Armor Class, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, XP","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"As true domination, except the subject can be any creature and is permanently dominated if it fails its initial Will save.\nA subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action.\nIf the save succeeds, the subject still remains your thrall despite its minor mutiny.\nOnce a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.\nXP Cost: 500 XP per Hit Die or level of the subject.","short_description":"As true domination, except the subject can be any creature and is permanently dominated if it fails i...","material_components":"0","name":"Monstrous Thrall","level":"","full_text":"<div><p><h5>Monstrous Thrall<\/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>V, S, 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>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>As true domination, except the subject can be any creature and is permanently dominated if it fails its initial Will save.<br \/>A subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action.<br \/>If the save succeeds, the subject still remains your thrall despite its minor mutiny.<br \/>Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.<br \/>XP Cost: 500 XP per Hit Die or level of the subject.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"All allies within 30 ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability.\n\nAllies who are fighting on your side gain a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 temporary hit points for the duration of the spell.\n\nAllies who worship the same deity as you are infused with the righteous wrath. They gain one additional melee attack each round, at their highest attack bonus, and a +2 morale bonus on attack and damage rolls and saving throws.\n\nThey gain an additional 1d8 temporary hit points (for a total of 2d8) and a +3 morale bonus on saving throws against mindaffecting spells or effects.\n\nWhen the spell duration expires, any allies who were affected by the full righteous wrath are fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for 10 minutes.","short_description":"When you cast this spell, you fire your allies and companions with a divine madness or fury that grea...","material_components":"0","name":"Righteous Wrath of the Faithful","level":"Cleric 7","full_text":"<div><p><h5>Righteous Wrath of the Faithful<\/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 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>30 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>When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability.<\/p>\n\n\t<p>Allies who are fighting on your side gain a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 temporary hit points for the duration of the spell.<\/p>\n\n\t<p>Allies who worship the same deity as you are infused with the righteous wrath. They gain one additional melee attack each round, at their highest attack bonus, and a +2 morale bonus on attack and damage rolls and saving throws.<\/p>\n\n\t<p>They gain an additional 1d8 temporary hit points (for a total of 2d8) and a +3 morale bonus on saving throws against mindaffecting spells or effects.<\/p>\n\n\t<p>When the spell duration expires, any allies who were affected by the full righteous wrath are fatigued (-2 to Strength, -2 to Dexterity, can&#39;t charge or run) for 10 minutes.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You may daze one living creature by making a successful touch attack.\nIf the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.\nA dazed creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"You may daze one living creature by making a successful touch attack.","material_components":"0","name":"Touch of Madness","level":"","full_text":"<div><p><h5>Touch of Madness<\/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 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<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 daze one living creature by making a successful touch attack.<br \/>If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.<br \/>A dazed creature is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid of Medium size or smaller","effect":"","area":"","duration":"1 day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can control the actions of any humanoid that is Medium or smaller.\nYou establish a telepathic link with the subject's mind.\nIf a common language is shared, you can generally force the subject to perform as you desire, within the limits of his abilities.\nIf no common language is shared, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still.\nYou know what the subject is experiencing, but you do not receive direct sensory input from him.\nSubjects have a chance of resisting this control (Will save to avoid the effects when the spell is cast).\nThose affected by the spell and then forced to take actions against their nature receive a new saving throw with a penalty of -4.\nObviously self-destructive orders may be carried out, unless the subject can make a saving throw with the -4 penalty.\nOnce control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.\nYou need not see the subject to control it.\nProtection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.","short_description":"You can control the actions of any humanoid that is Medium or smaller.","material_components":"0","name":"True Domination","level":"","full_text":"<div><p><h5>True Domination<\/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>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 day\/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 can control the actions of any humanoid that is Medium or smaller.<br \/>You establish a telepathic link with the subject&#39;s mind.<br \/>If a common language is shared, you can generally force the subject to perform as you desire, within the limits of his abilities.<br \/>If no common language is shared, you can communicate only basic commands, such as &quot;Come here&quot;, &quot;Go there&quot;, &quot;Fight&quot;, and &quot;Stand still&quot;.<br \/>You know what the subject is experiencing, but you do not receive direct sensory input from him.<br \/>Subjects have a chance of resisting this control (Will save to avoid the effects when the spell is cast).<br \/>Those affected by the spell and then forced to take actions against their nature receive a new saving throw with a penalty of -4.<br \/>Obviously self-destructive orders may be carried out, unless the subject can make a saving throw with the -4 penalty.<br \/>Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.<br \/>You need not see the subject to control it.<br \/>Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"S, M","casting_time":"1 standard 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 suffer 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 \/ Blackguard 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 \/ Blackguard 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 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>All within the cone when the spell is cast are overcome with sorrow and grief.<br \/>They suffer a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.<br \/>Material Component: Three tears.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 feet","target":"","effect":"","area":"All sighted creatures within a 10-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"This spell unleashes a blinding flash of sunlight originating with you and expanding outward.\nAny creature within the area of the spell that can see you must make a saving throw or be temporarily blinded.\nThe blindness lasts for 1 minute per caster level.\nAn undead creature caught within the spell area takes 1d6 points of damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful.\nIn addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.","short_description":"This spell unleashes a blinding flash of sunlight originating with you and expanding outward.","material_components":"0","name":"Anger of the Noonday Sun","level":"Druid 6","full_text":"<div><p><h5>Anger of the Noonday Sun<\/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 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>10 feet<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 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 unleashes a blinding flash of sunlight originating with you and expanding outward.<br \/>Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded.<br \/>The blindness lasts for 1 minute per caster level.<br \/>An undead creature caught within the spell area takes 1d6 points of damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful.<br \/>In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.<br \/>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Ranged weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to channel divine power into any ranged weapon you choose.\nThe weapon gains a +5 enhancement bonus on attack and damage rolls, plus the bane quality (+7 enhancement bonus on attack and damage rolls, plus an additional 2d6 points of damage) against foes of a type you specify.\nYou must choose one of your favored enemy categories as the type that your bane bow is effective against.\nThe spell is automatically canceled 1 round after the weapon leaves your hand.\nYou cannot have more than one bane bow 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 other spells that modify weapons in some way.\nThis spell does not work on artifacts.\nNote: A masterwork weapon's bonus on attack rolls does not stack with a magic enhancement bonus on attacks.\nAmmunition fired from a bane bow loses its magic qualities (taking those of the bane bow instead), but it retains its\nmaterial qualities for the purpose of overcoming damage reduction.\nFor example, a bane bow can still shoot silver arrows that bypass the damage reduction of lycanthropes.","short_description":"This spell allows you to channel divine power into any ranged weapon you choose.","material_components":"0","name":"Bane Bow","level":"Ranger 4","full_text":"<div><p><h5>Bane Bow<\/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<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 divine power into any ranged weapon you choose.<br \/>The weapon gains a +5 enhancement bonus on attack and damage rolls, plus the bane quality (+7 enhancement bonus on attack and damage rolls, plus an additional 2d6 points of damage) against foes of a type you specify.<br \/>You must choose one of your favored enemy categories as the type that your bane bow is effective against.<br \/>The spell is automatically canceled 1 round after the weapon leaves your hand.<br \/>You cannot have more than one bane bow 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 other spells that modify weapons in some way.<br \/>This spell does not work on artifacts.<br \/>Note: A masterwork weapon&#39;s bonus on attack rolls does not stack with a magic enhancement bonus on attacks.<br \/>Ammunition fired from a bane bow loses its magic qualities (taking those of the bane bow instead), but it retains its<br \/>material qualities for the purpose of overcoming damage reduction.<br \/>For example, a bane bow can still shoot silver arrows that bypass the damage reduction of lycanthropes.<\/p><\/p>Reference: Complete Divine<\/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":"Concentration","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"You create a flurry of air to encircle and hold your target.\nThe binding winds do not move.\nInstead, they become a physical barrier surrounding the subject.\nThe subject may act normally, but she cannot move from her current location.\nThe winds carry her voice away, so she can speak but cannot be heard, and she cannot hear anything but the roar of the winds.\nFurthermore, no sonic or language-dependent spells or effects may be cast into or out of the binding winds (though spells cast by the caster upon himself function normally).\nRanged attacks made into or out of the binding winds suffer a -2 penalty.\nBinding winds hold flying creatures in mid-air.","short_description":"You create a flurry of air to encircle and hold your target.","material_components":"0","name":"Binding Winds","level":"Druid 5","full_text":"<div><p><h5>Binding Winds<\/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 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>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex 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 flurry of air to encircle and hold your target.<br \/>The binding winds do not move.<br \/>Instead, they become a physical barrier surrounding the subject.<br \/>The subject may act normally, but she cannot move from her current location.<br \/>The winds carry her voice away, so she can speak but cannot be heard, and she cannot hear anything but the roar of the winds.<br \/>Furthermore, no sonic or language-dependent spells or effects may be cast into or out of the binding winds (though spells cast by the caster upon himself function normally).<br \/>Ranged attacks made into or out of the binding winds suffer a -2 penalty.<br \/>Binding winds hold flying creatures in mid-air.<\/p><\/p>Reference: Complete Divine<\/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":"Fortitude partial","spell_resistance":"Yes","description":"You direct an invisible blast of force at a chosen target.\nThe blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6).\nIn addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).","short_description":"You direct an invisible blast of force at a chosen target.","material_components":"0","name":"Blast of Force","level":"","full_text":"<div><p><h5>Blast 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><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>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 direct an invisible blast of force at a chosen target.<br \/>The blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6).<br \/>In addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must make a successful ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level:\n\n|_. *Creature OriginNature* |_. *Max Damage* |_. *Value* |\n| Material Plane, Elemental Plane, Neutral outsider | 1d6\/2 levels | 7d6 |\n| Negative Energy Plane, evil outsider, undead creature | 1d6\/level | 15d6 |\n| Positive Energy Plane, good outsider | - | - |","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":"","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><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>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. You must make a successful ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Creature OriginNature<\/strong> <\/th>\n\t\t\t<th><strong>Max Damage<\/strong> <\/th>\n\t\t\t<th><strong>Value<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Material Plane, Elemental Plane, Neutral outsider <\/td>\n\t\t\t<td> 1d6\/2 levels <\/td>\n\t\t\t<td> 7d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Negative Energy Plane, evil outsider, undead creature <\/td>\n\t\t\t<td> 1d6\/level <\/td>\n\t\t\t<td> 15d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Positive Energy Plane, good outsider <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft. radius emanation","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"This spell allows you to verbally rebuke foes.\nBy shouting your deity's teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected.\nThis spell has no effect on creatures that cannot hear.\nOtherwise, you deafen foes of the same alignment for 1d4 rounds (save for half).\nFoes within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster level (maximum10).\nFoes whose alignment is more than one step different from yours take 1d4 points of damage per caster level (maximum 10d4).\nA Fortitude saving throw is allowed for half damage from this spell.","short_description":"This spell allows you to verbally rebuke foes.","material_components":"0","name":"Castigate","level":"Cleric 4","full_text":"<div><p><h5>Castigate<\/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<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>This spell allows you to verbally rebuke foes.<br \/>By shouting your deity&#39;s teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected.<br \/>This spell has no effect on creatures that cannot hear.<br \/>Otherwise, you deafen foes of the same alignment for 1d4 rounds (save for half).<br \/>Foes within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster level (maximum10).<br \/>Foes whose alignment is more than one step different from yours take 1d4 points of damage per caster level (maximum 10d4).<br \/>A Fortitude saving throw is allowed for half damage from this spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"100-ft.-radius emanation","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You cause clouds to gather and a heavy rain to fall.\nThe rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks.\nIt automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames.\nRanged weapon attacks and Listen checks suffer a -4 penalty.\nThis spell does not function indoors, underground, underwater, or in desert climates.\nAfter the spell end, the water created evaporates over the next 10 minutes.\nThe water created with this spell does not slake thirst or provide any nourishment to plants.","short_description":"You cause clouds to gather and a heavy rain to fall.","material_components":"0","name":"Cloudburst","level":"Druid 2","full_text":"<div><p><h5>Cloudburst<\/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<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>Long (400 ft. + 40 ft.\/level)<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>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 cause clouds to gather and a heavy rain to fall.<br \/>The rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks.<br \/>It automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames.<br \/>Ranged weapon attacks and Listen checks suffer a -4 penalty.<br \/>This spell does not function indoors, underground, underwater, or in desert climates.<br \/>After the spell end, the water created evaporates over the next 10 minutes.<br \/>The water created with this spell does not slake thirst or provide any nourishment to plants.<\/p><\/p>Reference: Complete Divine 158<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"120 ft.","target":"","effect":"","area":"120-ft.-radius emanation, centered on you","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.\nYou gain a +4 enhancement bonus to your Charisma score for the duration of the spell.\nAll creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you.\nAny such creature that wants to take hostile action against you must make a successful Will save to do so.\nAny creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own.\nCreatures with 8 HD or more may pay attention to you, but are not affected by this spell.\nWhen you speak, all listeners telepathically understand you, even if they do not understand your language.\nWhile the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or\nmore aren't affected by this power.\nOnly creatures within range at the time a suggestion is given are subject to it.\nMaterial Component: An opal worth at least 200 gp.","short_description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold...","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 full round<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>1 min.\/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 are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.<br \/>You gain a +4 enhancement bonus to your Charisma score for the duration of the spell.<br \/>All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you.<br \/>Any such creature that wants to take hostile action against you must make a successful Will save to do so.<br \/>Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell&#39;s area, nor will it try to leave the area on its own.<br \/>Creatures with 8 HD or more may pay attention to you, but are not affected by this spell.<br \/>When you speak, all listeners telepathically understand you, even if they do not understand your language.<br \/>While the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or<br \/>more aren&#39;t affected by this power.<br \/>Only creatures within range at the time a suggestion is given are subject to it.<br \/>Material Component: An opal worth at least 200 gp.<\/p><\/p>Reference: Complete Divine<\/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":"You can sacrifice life force to increase the damage you deal.\nOnce each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of\nopportunity).\nFor every 2 hit points you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack.\nYour ability to deal this additional damage ends when you successfully attack or when the spell duration ends.\nYou can make as many sacrifices as the spell duration allows.\nSacrificed hit points count as normal damage.\nFor example, an 8th-level paladin can cast this spell with a duration of 4 rounds.\nIf she sacrifices 10 hit points a round and hits in every round, she can spend up to 40 hit points and deal up to +5d6 points of additional damage all 4 rounds.","short_description":"You can sacrifice life force to increase the damage you deal.","material_components":"0","name":"Divine Sacrifice","level":"Blackguard 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>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 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<br\/><\/td><\/tr><\/table><p>\t<p>You can sacrifice life force to increase the damage you deal.<br \/>Once each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of<br \/>opportunity).<br \/>For every 2 hit points 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 additional damage ends when you successfully attack or when the spell duration ends.<br \/>You can make as many sacrifices as the spell duration allows.<br \/>Sacrificed hit points count as normal damage.<br \/>For example, an 8th-level paladin can cast this spell with a duration of 4 rounds.<br \/>If she sacrifices 10 hit points a round and hits in every round, she can spend up to 40 hit points and deal up to +5d6 points of additional damage all 4 rounds.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You gain the ability to breathe a gout of energy that mimics a dragon's breath as a standard action.\nOnce you've used the breath attack, you must wait 1d4 rounds before doing so again.\nWhen you cast dragon breath, you choose one true dragon whose breath you're emulating.\nIf you choose a chromatic dragon, then dragon breath gains the evil descriptor.\nIf you choose a metallic dragon, then dragon breath gains the good descriptor.","short_description":"You gain the ability to breathe a gout of energy that mimics a dragon's breath as a standard action.","material_components":"0","name":"Dragon Breath","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dragon 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>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 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 ability to breathe a gout of energy that mimics a dragon&#39;s breath as a standard action.<br \/>Once you&#39;ve used the breath attack, you must wait 1d4 rounds before doing so again.<br \/>When you cast dragon breath, you choose one true dragon whose breath you&#39;re emulating.<br \/>If you choose a chromatic dragon, then dragon breath gains the evil descriptor.<br \/>If you choose a metallic dragon, then dragon breath gains the good descriptor.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"All creatures within a 20-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"When you cast energy vortex, you choose one of five energy types: acid, cold, fire, electricity, or sonic.\nA blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you.\nIf you are willing to take the damage yourself, you deal twice as much damage.\nYou don't get a Reflex save, but spell resistance applies, as do any resistances and immunities you have to the energy type.","short_description":"When you cast energy vortex, you choose one of five energy types: acid, cold, fire, electricity, or s...","material_components":"0","name":"Energy Vortex","level":"Cleric 4 \/ Druid 4","full_text":"<div><p><h5>Energy Vortex<\/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<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>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>When you cast energy vortex, you choose one of five energy types: acid, cold, fire, electricity, or sonic.<br \/>A blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you.<br \/>If you are willing to take the damage yourself, you deal twice as much damage.<br \/>You don&#39;t get a Reflex save, but spell resistance applies, as do any resistances and immunities you have to the energy type.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Cocoon of force around one Large or smaller creature","area":"","duration":"1 round\/level (D)","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"A cocoon of shimmering blue-green energy encloses a creature of size Large or smaller, containing it for the spell's duration or until it's destroyed.\nThe cocoon has hardness 10 and 10 hit points per caster level.\nThe enveloping cocoon prevents the creature trapped inside from moving or casting spells with somatic components.\nThe cocoon is too confining to permit effective attacks with anything larger than a natural or light weapon (and the creature inside can attack only the cocoon in any event).\nThe caster of an enveloping cocoon can attach a second spell to the cocoon by casting it at the cocoon.\nWhen the enveloping cocoon spell ends or is dismissed, the attached spell automatically affects the creature inside, with no save allowed (although spell resistance, if any, still applies).\nIf the cocoon is destroyed before it is dismissed or the spell duration ends, the attached spell is wasted.\nAny of the following spells can be attached to an enveloping cocoon: baleful polymorph, blight, contagion,\ndominate animal, flame strike, infestation of maggots, languor, miasma, phantasmal disorientation, poison (the target fails the initial save but gets to attempt the second save).\nMaterial Component: A live caterpillar.","short_description":"A cocoon of shimmering blue-green energy encloses a creature of size Large or smaller, containing it ...","material_components":"0","name":"Enveloping Cocoon","level":"Druid 6","full_text":"<div><p><h5>Enveloping Cocoon<\/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 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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cocoon of force around one Large or smaller 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>Reflex 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 cocoon of shimmering blue-green energy encloses a creature of size Large or smaller, containing it for the spell&#39;s duration or until it&#39;s destroyed.<br \/>The cocoon has hardness 10 and 10 hit points per caster level.<br \/>The enveloping cocoon prevents the creature trapped inside from moving or casting spells with somatic components.<br \/>The cocoon is too confining to permit effective attacks with anything larger than a natural or light weapon (and the creature inside can attack only the cocoon in any event).<br \/>The caster of an enveloping cocoon can attach a second spell to the cocoon by casting it at the cocoon.<br \/>When the enveloping cocoon spell ends or is dismissed, the attached spell automatically affects the creature inside, with no save allowed (although spell resistance, if any, still applies).<br \/>If the cocoon is destroyed before it is dismissed or the spell duration ends, the attached spell is wasted.<br \/>Any of the following spells can be attached to an enveloping cocoon: baleful polymorph, blight, contagion,<br \/>dominate animal, flame strike, infestation of maggots, languor, miasma, phantasmal disorientation, poison (the target fails the initial save but gets to attempt the second save).<br \/>Material Component: A live caterpillar.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex negates (harmless); see text","spell_resistance":"Yes (harmless); see text","description":"The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.\nWith a successful melee attack, the subject deals an extra 1d6 points of fire damage +1 point per caster level (maximum +15).\nIf the defender has spell resistance, it applies to this effect.\nCreatures hitting the subject are susceptible to the same damage unless they attack with weapons that have exceptional reach, such as longspears.\nAny creature taking fire damage from fires of purity must succeed on a Reflex save or catch fire.\nCreatures on fire burn for 1d4 rounds and take 1d6 points of fire damage each round, unless they succeed on Reflex saves (at the spell's DC) in subsequent rounds or douse themselves in water (see Catching on Fire, page 303 of the Dungeon Master's Guide).\nThe target takes only half damage from fire-based attacks.\nIf such an attack allows a Reflex save for half damage, the target takes no damage on a successful save.","short_description":"The creature you touch bursts into magical flames that do not harm the target, but are quite capable ...","material_components":"0","name":"Fires of Purity","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Fires of Purity<\/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 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 standard action<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 negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless); see text<br\/><\/td><\/tr><\/table><p>\t<p>The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.<br \/>With a successful melee attack, the subject deals an extra 1d6 points of fire damage +1 point per caster level (maximum +15).<br \/>If the defender has spell resistance, it applies to this effect.<br \/>Creatures hitting the subject are susceptible to the same damage unless they attack with weapons that have exceptional reach, such as longspears.<br \/>Any creature taking fire damage from fires of purity must succeed on a Reflex save or catch fire.<br \/>Creatures on fire burn for 1d4 rounds and take 1d6 points of fire damage each round, unless they succeed on Reflex saves (at the spell&#39;s DC) in subsequent rounds or douse themselves in water (see Catching on Fire, page 303 of the Dungeon Master&#39;s Guide).<br \/>The target takes only half damage from fire-based attacks.<br \/>If such an attack allows a Reflex save for half damage, the target takes no damage on a successful save.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Nonmagical weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.\nFor the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage.\nOn a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon's critical multiplier is x2, +2d10 points if the weapon's multiplier is x3, and +3d10 points if the multiplier is x4.\nThis spell effect does not stack with a weapon's enhancement bonus or with a flaming or flaming burst weapon bonus.\nMaterial Focus: A lump of phosphorus, touched to the target weapon.","short_description":"You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.","material_components":"0","name":"Flame of Faith","level":"Cleric 3","full_text":"<div><p><h5>Flame of Faith<\/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, 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>No<br\/><\/td><\/tr><\/table><p>\t<p>You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.<br \/>For the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage.<br \/>On a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon&#39;s critical multiplier is x2, +2d10 points if the weapon&#39;s multiplier is x3, and +3d10 points if the multiplier is x4.<br \/>This spell effect does not stack with a weapon&#39;s enhancement bonus or with a flaming or flaming burst weapon bonus.<br \/>Material Focus: A lump of phosphorus, touched to the target weapon.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"3 rounds\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"By filling the subject's mouth and throat with unbreathable gas, you prevent him from doing much more than coughing and spitting. The subject cannot speak. Conversation is impossible, spells with verbal components cannot be cast, bardic music cannot be performed, and no noise other than coughing and spitting is possible. The subject can hold his breath for 2 rounds per point of Constitution but must make a Constitution check (DC 10 +1 per previous success) each round thereafter to continue doing so. Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp). On the next round, the subject drops to --1 hit points and is dying; on the third round, he suffocates (see Suffocation, page 304 of the Dungeon Master's Guide).","short_description":"By filling the subject's mouth and throat with unbreathable gas, you prevent him from doing much more...","material_components":"0","name":"Miasma","level":"Druid 6","full_text":"<div><p><h5>Miasma<\/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 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>3 rounds\/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>By filling the subject&#39;s mouth and throat with unbreathable gas, you prevent him from doing much more than coughing and spitting. The subject cannot speak. Conversation is impossible, spells with verbal components cannot be cast, bardic music cannot be performed, and no noise other than coughing and spitting is possible. The subject can hold his breath for 2 rounds per point of Constitution but must make a Constitution check (DC 10 +1 per previous success) each round thereafter to continue doing so. Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp). On the next round, the subject drops to &#8212;1 hit points and is dying; on the third round, he suffocates (see Suffocation, page 304 of the Dungeon Master&#39;s Guide).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Cloud that spreads in 30-ft. radius, 20 ft. high","area":"","duration":"1 round\/level","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.\n\nAny creature within the cloud has concealment. Winds do not affect the cloud's direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+) disperses it in 1 round.","short_description":"You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of ...","material_components":"0","name":"Murderous Mist","level":"Druid 4","full_text":"<div><p><h5>Murderous Mist<\/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 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>Cloud that spreads in 30-ft. radius, 20 ft. high<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; 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 cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.<\/p>\n\n\t<p>Any creature within the cloud has concealment. Winds do not affect the cloud&#39;s direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+) disperses it in 1 round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You infuse the subject with the spirit of nature.\nThe affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.","short_description":"You infuse the subject with the spirit of nature.","material_components":"0","name":"Nature's Avatar","level":"Druid 9","full_text":"<div><p><h5>Nature's Avatar<\/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<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 min.\/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 infuse the subject with the spirit of nature.<br \/>The affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 min\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess (maximum +3).","short_description":"By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage r...","material_components":"0","name":"Nature's Favor","level":"Druid 3 \/ 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 3 \/ 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 min\/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>By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess (maximum +3).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level or until discharged (D)","saving_throw":"","spell_resistance":"","description":"A glittering corona of sunlight surrounds your body at a few inches distance--until you release it as a focused blast of divine energy.\nThe nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.\nAs a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet.\nAs a ranged touch attack, the nimbus of light deals 1d8 points of damage +1 point per round that's elapsed since you cast the spell (max of 1d8 + caster level damage).\nAttacking with the nimbus of light ends the spell, whether the energy hits its target or not.","short_description":"A glittering corona of sunlight surrounds your body at a few inches distance--until you release it as...","material_components":"0","name":"Nimbus of Light","level":"Cleric 1","full_text":"<div><p><h5>Nimbus 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>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 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 or until discharged (D)<br\/><\/td><\/tr><\/table><p>\t<p>A glittering corona of sunlight surrounds your body at a few inches distance&#8212;until you release it as a focused blast of divine energy.<br \/>The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.<br \/>As a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet.<br \/>As a ranged touch attack, the nimbus of light deals 1d8 points of damage +1 point per round that&#39;s elapsed since you cast the spell (max of 1d8 + caster level damage).<br \/>Attacking with the nimbus of light ends the spell, whether the energy hits its target or not.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"Semicircular burst of sand 10 ft. long, centered on your hands","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You fire a hail of hot sand from your fingers, dealing 1d6 points of nonlethal damage to creatures in the arc.\nAny creature that fails its Reflex save is also stunned for 1 round.","short_description":"You fire a hail of hot sand from your fingers, dealing 1d6 points of nonlethal damage to creatures in...","material_components":"0","name":"Sandblast","level":"Druid 1","full_text":"<div><p><h5>Sandblast<\/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 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>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>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 fire a hail of hot sand from your fingers, dealing 1d6 points of nonlethal damage to creatures in the arc.<br \/>Any creature that fails its Reflex save is also stunned for 1 round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, XP","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until triggered, then 1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell allows the target to enter a binding agreement with a deity that provides a measure of protection when the need is dire.\nOnce this spell is cast, the pact remains dormant until the target is reduced to half or less of her full normal hit points.\nThe target immediately gains 5 temporary hit points per caster level, damage reduction of 5\/magic, and a +4 luck bonus on saving throws.\nThe hit points, damage reduction, and saving throw bonus evaporate when the spell ends.\nXP Cost: 250 XP.","short_description":"This spell allows the target to enter a binding agreement with a deity that provides a measure of pro...","material_components":"0","name":"Stalwart Pact","level":"Cleric 5","full_text":"<div><p><h5>Stalwart Pact<\/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<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>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 until triggered, then 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>This spell allows the target to enter a binding agreement with a deity that provides a measure of protection when the need is dire.<br \/>Once this spell is cast, the pact remains dormant until the target is reduced to half or less of her full normal hit points.<br \/>The target immediately gains 5 temporary hit points per caster level, damage reduction of 5\/magic, and a +4 luck bonus on saving throws.<br \/>The hit points, damage reduction, and saving throw bonus evaporate when the spell ends.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One or more creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"When you cast this spell, you create a huge wave of water that slams into one or more targets within range. If there is no large, natural source of water (a river, lake, or ocean) within the spell range, you can affect only one target. If such a source of water exists within the range of the spell, the spell creates a burst centered on a location you designate. In either case, the water deals 1d8 points of damage per two caster levels (maximum 7d8) to the target or to creatures within the area.\n\nIn addition, all affected creatures suffer a bull rush attack, forcing them to make opposed Strength checks against the wave of water. The water has an effective Strength of 16 and is considered Medium size (or Strength 20 and Large if cast near a source of water). You designate the direction the wave pushes when you cast the spell; creatures who lose the opposed Strength check are pushed back 5 feet, plus an additional 5 feet for every 5 points by which the wave beats their Strength checks, in that direction. It is possible for a wave arising from a body of water to push characters into the water.\n\nThe wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are Large size or smaller. If the wave hits a magical fire, those flames are targeted by a _dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/ effect as if you had cast the spell.","short_description":"When you cast this spell, you create a huge wave of water that slams into one or more targets within ...","material_components":"0","name":"Tidal Surge","level":"Druid 6","full_text":"<div><p><h5>Tidal Surge<\/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 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>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>When you cast this spell, you create a huge wave of water that slams into one or more targets within range. If there is no large, natural source of water (a river, lake, or ocean) within the spell range, you can affect only one target. If such a source of water exists within the range of the spell, the spell creates a burst centered on a location you designate. In either case, the water deals 1d8 points of damage per two caster levels (maximum 7d8) to the target or to creatures within the area.<\/p>\n\n\t<p>In addition, all affected creatures suffer a bull rush attack, forcing them to make opposed Strength checks against the wave of water. The water has an effective Strength of 16 and is considered Medium size (or Strength 20 and Large if cast near a source of water). You designate the direction the wave pushes when you cast the spell; creatures who lose the opposed Strength check are pushed back 5 feet, plus an additional 5 feet for every 5 points by which the wave beats their Strength checks, in that direction. It is possible for a wave arising from a body of water to push characters into the water.<\/p>\n\n\t<p>The wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are Large size or smaller. If the wave hits a magical fire, those flames are targeted by a <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>dispel magic<\/em><\/a> effect as if you had cast the spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"20-ft.-radius tornado, up to 5 ft.\/caster level tall, centered anywhere within range","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"This spell creates a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.\nThe greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.\nNear the Tornado: Large or smaller creatures who start their turn within 60 feet of the center of the greater whirlwind must succeed on a Fortitude save or be dragged 1d4x10 feet toward the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.\nHuge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone.\nGargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister.\nFlying creatures of size Huge or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting.\nGargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6x10 feet toward the center of the twister.\nColossal flyers must likewise make Fortitude saves or be pulled 1d6x5 feet toward the twister's center.\nInside the Tornado: Creatures who start their turn inside the tornado take 6d6 points of damage for each of the 1d10 rounds they remain inside it (roll separately for each creature).\nCreatures inside the tornado can't do much; attacks, spellcasting, and movement are impossible within an greater whirlwind.\nWhen the greater whirlwind expels a creature, it reappears 4d6x5 feet away from the twister's center in a random direction, and 4d6x5 feet off the ground (immediately falling if it can't fly).\nTerrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (as described on page 90 of the Dungeon Master's Guide) wherever it goes.\nStructures within a greater whirlwind take 2d6x10 points of damage per round.\nIn a round or two, that is sufficient to destroy any building made of materials less sturdy than reinforced masonry.\nNo ranged attacks can pass through the twister.\nThe greater whirlwind extinguishes all flames it touches.\nListen checks are impossible within a greater whirlwind.\nThe greater whirlwind remains stationary unless you direct it elsewhere as a move action.\nIt moves up to 60 feet per round.","short_description":"This spell creates a tornado that wreaks destruction as you direct, flinging your foes into the air a...","material_components":"0","name":"Whirlwind, Greater","level":"Druid 9","full_text":"<div><p><h5>Whirlwind, 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>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<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>20-ft.-radius tornado, up to 5 ft.\/caster level tall, centered anywhere within range<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>This spell creates a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.<br \/>The greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.<br \/>Near the Tornado: Large or smaller creatures who start their turn within 60 feet of the center of the greater whirlwind must succeed on a Fortitude save or be dragged 1d4&#215;10 feet toward the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.<br \/>Huge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone.<br \/>Gargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister.<br \/>Flying creatures of size Huge or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting.<br \/>Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6&#215;10 feet toward the center of the twister.<br \/>Colossal flyers must likewise make Fortitude saves or be pulled 1d6&#215;5 feet toward the twister&#39;s center.<br \/>Inside the Tornado: Creatures who start their turn inside the tornado take 6d6 points of damage for each of the 1d10 rounds they remain inside it (roll separately for each creature).<br \/>Creatures inside the tornado can&#39;t do much; attacks, spellcasting, and movement are impossible within an greater whirlwind.<br \/>When the greater whirlwind expels a creature, it reappears 4d6&#215;5 feet away from the twister&#39;s center in a random direction, and 4d6&#215;5 feet off the ground (immediately falling if it can&#39;t fly).<br \/>Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (as described on page 90 of the Dungeon Master&#39;s Guide) wherever it goes.<br \/>Structures within a greater whirlwind take 2d6&#215;10 points of damage per round.<br \/>In a round or two, that is sufficient to destroy any building made of materials less sturdy than reinforced masonry.<br \/>No ranged attacks can pass through the twister.<br \/>The greater whirlwind extinguishes all flames it touches.<br \/>Listen checks are impossible within a greater whirlwind.<br \/>The greater whirlwind remains stationary unless you direct it elsewhere as a move action.<br \/>It moves up to 60 feet per round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, XP","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until triggered, then 1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell creates a binding agreement between a deity and the target that grants the target a measure of divine power to crush the deity's enemies.\nOnce this spell is cast, the pact remains dormant until the target successfully hits a foe whose alignment is exactly opposite that of the deity.\nThe target's subsequent melee attacks gain a +4 bonus, deal double damage, and automatically confirm critical hits for the spell's duration.\nFurthermore, the target's melee attacks have alignment descriptors that match the deity with whom you've made the pact.\nThe target is compelled to attack foes of opposite alignment every round if able to do so.\nThe target knows which creatures within 60 feet are of opposite alignment (as if the relevant detect spells had been cast).\nIf you create a zealot pact with a completely neutral deity such as Obad-Hai, choose one alignment from the following list that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or chaotic good.\nA creature can be subject to only one zealot pact at a time.\nCasting zealot pact on a target who already has an untriggered zealot pact voids the earlier pact.\nXP Cost: 500 XP.","short_description":"This spell creates a binding agreement between a deity and the target that grants the target a measur...","material_components":"0","name":"Zealot Pact","level":"Cleric 6","full_text":"<div><p><h5>Zealot Pact<\/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, XP<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 until triggered, then 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>This spell creates a binding agreement between a deity and the target that grants the target a measure of divine power to crush the deity&#39;s enemies.<br \/>Once this spell is cast, the pact remains dormant until the target successfully hits a foe whose alignment is exactly opposite that of the deity.<br \/>The target&#39;s subsequent melee attacks gain a +4 bonus, deal double damage, and automatically confirm critical hits for the spell&#39;s duration.<br \/>Furthermore, the target&#39;s melee attacks have alignment descriptors that match the deity with whom you&#39;ve made the pact.<br \/>The target is compelled to attack foes of opposite alignment every round if able to do so.<br \/>The target knows which creatures within 60 feet are of opposite alignment (as if the relevant detect spells had been cast).<br \/>If you create a zealot pact with a completely neutral deity such as Obad-Hai, choose one alignment from the following list that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or chaotic good.<br \/>A creature can be subject to only one zealot pact at a time.<br \/>Casting zealot pact on a target who already has an untriggered zealot pact voids the earlier pact.<br \/>XP Cost: 500 XP.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S","casting_time":"1 standard action","range":"80 ft.","target":"","effect":"Eight 10-ft. cubes extending from the caster's location","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasping tentacles.\nYou and one creature you touch are immune to the effects of this spell and can see through it without difficulty.\nWhen you cast the spell, you decide if the effect remains stationary or moves away from you at a rate of 10 feet per round.\nThe mist obscures all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).\nA moderate wind (11+ mph) disperses the doomtide in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round.\nFurthermore, creatures within its area must make Will saves or be dazed for as long as they remain in the cloud.\nThe spell does not function underwater.","short_description":"You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasp...","material_components":"0","name":"Doomtide","level":"Cleric 4","full_text":"<div><p><h5>Doomtide<\/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 (Pattern)<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>80 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Eight 10-ft. cubes extending from the caster's location<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 an area with illusory black, creeping mist that vaguely resembles thousands of slender grasping tentacles.<br \/>You and one creature you touch are immune to the effects of this spell and can see through it without difficulty.<br \/>When you cast the spell, you decide if the effect remains stationary or moves away from you at a rate of 10 feet per round.<br \/>The mist obscures all sight, including darkvision, beyond 5 feet.<br \/>A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker can&#39;t use sight to locate the target).<br \/>A moderate wind (11+ mph) disperses the doomtide in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round.<br \/>Furthermore, creatures within its area must make Will saves or be dazed for as long as they remain in the cloud.<br \/>The spell does not function underwater.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"Yes","description":"You create a phantasmal image of the subject's most hated enemy by sifting through the subconscious mind of the subject.\nOnly you and the spell's subject can see the phantasmal creature, and the phantasm seems blurry and indistinct to you.\nA creature of Int 3 or lower automatically chases after a phantasmal decoy, and more intelligent creatures are likely to do as well unless such action would be obviously foolish.\nAs a move action, you can move the phantasmal decoy up to 60 feet in any direction.\nBecause it's not real, the phantasmal decoy isn't affected by terrain that slows movement (although you can slow its progress voluntarily if you like to help maintain the fa\u00e7ade of realism).\nThe target gets a Will save if she successfully attacks the phantasmal decoy or moves adjacent to it.","short_description":"You create a phantasmal image of the subject's most hated enemy by sifting through the subconscious m...","material_components":"0","name":"Phantasmal Decoy","level":"Ranger 3","full_text":"<div><p><h5>Phantasmal Decoy<\/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>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>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 disbelief (if interacted with)<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 phantasmal image of the subject&#39;s most hated enemy by sifting through the subconscious mind of the subject.<br \/>Only you and the spell&#39;s subject can see the phantasmal creature, and the phantasm seems blurry and indistinct to you.<br \/>A creature of Int 3 or lower automatically chases after a phantasmal decoy, and more intelligent creatures are likely to do as well unless such action would be obviously foolish.<br \/>As a move action, you can move the phantasmal decoy up to 60 feet in any direction.<br \/>Because it&#39;s not real, the phantasmal decoy isn&#39;t affected by terrain that slows movement (although you can slow its progress voluntarily if you like to help maintain the fa\u00e7ade of realism).<br \/>The target gets a Will save if she successfully attacks the phantasmal decoy or moves adjacent to it.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to move.\nThe very ground seems to shift and twist beneath the subject's feet, and the landscape seems to move of its own accord.\nThe subject finds it nearly impossible to walk in a straight line.\nEach round the subject of a phantasmal disorientation wants to move, he must attempt a DC 20 Survival check to discern the true landmarks from the phantasmal ones.\nIf he succeeds, he moves normally.\nIf he fails, he instead moves in a direction 90 degrees to either side (equal chance of going left or right).\nBecause of the phantasmal disorientation, the subject doesn't realize he's headed in the wrong direction until he meaningfully interacts with his environment (by making an attack or manipulating an object such as a door, for example) or the round ends.\nIf the subject discovers he's moved in the wrong direction before the round is over, he can make a new Survival check to try to move in the right direction, but he won't know whether the second check failed until he interacts with the environment again or the round ends.\nA phantasmal disorientation spell affects only movement.\nCreatures subject to it can still fight, cast spells, and otherwise act normally.","short_description":"You create ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to m...","material_components":"0","name":"Phantasmal Disorientation","level":"Druid 6","full_text":"<div><p><h5>Phantasmal Disorientation<\/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>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 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 min.\/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 ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to move.<br \/>The very ground seems to shift and twist beneath the subject&#39;s feet, and the landscape seems to move of its own accord.<br \/>The subject finds it nearly impossible to walk in a straight line.<br \/>Each round the subject of a phantasmal disorientation wants to move, he must attempt a DC 20 Survival check to discern the true landmarks from the phantasmal ones.<br \/>If he succeeds, he moves normally.<br \/>If he fails, he instead moves in a direction 90 degrees to either side (equal chance of going left or right).<br \/>Because of the phantasmal disorientation, the subject doesn&#39;t realize he&#39;s headed in the wrong direction until he meaningfully interacts with his environment (by making an attack or manipulating an object such as a door, for example) or the round ends.<br \/>If the subject discovers he&#39;s moved in the wrong direction before the round is over, he can make a new Survival check to try to move in the right direction, but he won&#39;t know whether the second check failed until he interacts with the environment again or the round ends.<br \/>A phantasmal disorientation spell affects only movement.<br \/>Creatures subject to it can still fight, cast spells, and otherwise act normally.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 hour","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"One-mile radius spread, centered on a point in space","duration":"1 day\/level (D)","saving_throw":"Reflex partial; see text","spell_resistance":"Yes","description":"By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.\nThe spell's exact effects vary with the terrain upon which it is cast.\nDesert: Shadow landscape transforms a desert into a place where no one goes willingly.\nThe average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, pages 302-303 of the Dungeon Master's Guide).\nSandstorms (or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis.\nForest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted.\nSpaces with light undergrowth have heavy undergrowth\ninstead, and spaces covered with heavy undergrowth grasp at passersby as if an entangle spell had been cast on them (Reflex partial at the shadow landscape's DC).\nHill: Even gentle hills become more treacherous under the effects of a shadow landscape spell.\nLight undergrowth becomes heavy undergrowth in hill terrain under the effects of shadow landscape, and slopes seem steeper than their elevation would indicate.\nIt takes two squares to move uphill on a gradual slope, and four squares to move uphill on a steep slope.\nCliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend.\nMarsh:Marshes seem swampier and more forbidding.\nHalf the undergrowth spaces in the marsh become quicksand (described on page 88 of the Dungeon Master's Guide).\nMountain: The mountains become places of jagged peaks, slippery slopes, and howling winds.\nCliffs and chasms require a DC 25 Climb check to scale.\nCreatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (described on page 90 of the Dungeon Master's Guide).\nAltitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category,\nand anything above 5,000 feet is treated as being above 15,000 feet.\nPlain:Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent.\nHalf the spaces with undergrowth (light or heavy) grasp at passersby as if an entangle spell had been cast on them (Reflex partial at the shadow landscape's DC).\nUnderground:Ordinary dungeons aren't affected by shadow landscape, but naturally occurring caverns are.\nNatural stone floors take 4 squares of movement per space to enter.\nStalagmites cover 10% of the available floor space.\nIn addition to the terrain-specific effects, the shadow landscape spell worsens the weather within the spell's area.\nWhen rolling random weather on Table 3-23 in the Dungeon Master's Guide (or a similar table specific to the local area), roll twice and take the higher result.\nIn plains terrain, roll three times and take the highest result.\nDon't roll random weather underground.\nYou don't suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you've created.\nWhen you cast shadow landscape, you can designate one creature per four caster levels as a designated traveler.\nCreatures so designated don't suffer the terrain-specific effects of the shadow landscape spell, but they're still subject to the bad weather.\nYou can also designate one or more animals, plants, or magical beasts native to the spell's area as shadow guardians of the landscape.\nYou can designate 1 HD of creature per caster level, split up however you like.\nFor example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians.\nAs long as the designated guardians remain within the spell's area, they have a friendly attitude toward you and the travelers you've designated, and also gain the following special qualities: resistance to cold 10, darkvision 60 ft.; damage reduction 5\/magic, evasion, and low-light vision.\nIf the creature already has one or more of these special qualities, use the better value.","short_description":"By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding...","material_components":"0","name":"Shadow Landscape","level":"Druid 9","full_text":"<div><p><h5>Shadow Landscape<\/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>Druid 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 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 day\/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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.<br \/>The spell&#39;s exact effects vary with the terrain upon which it is cast.<br \/>Desert: Shadow landscape transforms a desert into a place where no one goes willingly.<br \/>The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, pages 302-303 of the Dungeon Master&#39;s Guide).<br \/>Sandstorms (or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis.<br \/>Forest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted.<br \/>Spaces with light undergrowth have heavy undergrowth<br \/>instead, and spaces covered with heavy undergrowth grasp at passersby as if an entangle spell had been cast on them (Reflex partial at the shadow landscape&#39;s DC).<br \/>Hill: Even gentle hills become more treacherous under the effects of a shadow landscape spell.<br \/>Light undergrowth becomes heavy undergrowth in hill terrain under the effects of shadow landscape, and slopes seem steeper than their elevation would indicate.<br \/>It takes two squares to move uphill on a gradual slope, and four squares to move uphill on a steep slope.<br \/>Cliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend.<br \/>Marsh:Marshes seem swampier and more forbidding.<br \/>Half the undergrowth spaces in the marsh become quicksand (described on page 88 of the Dungeon Master&#39;s Guide).<br \/>Mountain: The mountains become places of jagged peaks, slippery slopes, and howling winds.<br \/>Cliffs and chasms require a DC 25 Climb check to scale.<br \/>Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (described on page 90 of the Dungeon Master&#39;s Guide).<br \/>Altitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category,<br \/>and anything above 5,000 feet is treated as being above 15,000 feet.<br \/>Plain:Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent.<br \/>Half the spaces with undergrowth (light or heavy) grasp at passersby as if an entangle spell had been cast on them (Reflex partial at the shadow landscape&#39;s DC).<br \/>Underground:Ordinary dungeons aren&#39;t affected by shadow landscape, but naturally occurring caverns are.<br \/>Natural stone floors take 4 squares of movement per space to enter.<br \/>Stalagmites cover 10% of the available floor space.<br \/>In addition to the terrain-specific effects, the shadow landscape spell worsens the weather within the spell&#39;s area.<br \/>When rolling random weather on Table 3-23 in the Dungeon Master&#39;s Guide (or a similar table specific to the local area), roll twice and take the higher result.<br \/>In plains terrain, roll three times and take the highest result.<br \/>Don&#39;t roll random weather underground.<br \/>You don&#39;t suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you&#39;ve created.<br \/>When you cast shadow landscape, you can designate one creature per four caster levels as a designated traveler.<br \/>Creatures so designated don&#39;t suffer the terrain-specific effects of the shadow landscape spell, but they&#39;re still subject to the bad weather.<br \/>You can also designate one or more animals, plants, or magical beasts native to the spell&#39;s area as shadow guardians of the landscape.<br \/>You can designate 1 HD of creature per caster level, split up however you like.<br \/>For example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians.<br \/>As long as the designated guardians remain within the spell&#39;s area, they have a friendly attitude toward you and the travelers you&#39;ve designated, and also gain the following special qualities: resistance to cold 10, darkvision 60 ft.; damage reduction 5\/magic, evasion, and low-light vision.<br \/>If the creature already has one or more of these special qualities, use the better value.<\/p><\/p>Reference: Complete Divine<\/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":"Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease, page 292 of the Dungeon Master's Guide, for descriptions).\nAny living creature you hit with a melee touch attack during the spell's duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save.\nYou cannot infect more than one creature per round.","short_description":"Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever,...","material_components":"0","name":"Contagious Touch","level":"Druid 6","full_text":"<div><p><h5>Contagious 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 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>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>Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease, page 292 of the Dungeon Master&#39;s Guide, for descriptions).<br \/>Any living creature you hit with a melee touch attack during the spell&#39;s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save.<br \/>You cannot infect more than one creature per round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Humanoid touched","effect":"","area":"","duration":"Permanent; see text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You can cause temporary lycanthropy in a humanoid you touch.\nA humanoid who fails the saving throw contracts lycanthropy, and the condition manifests with the next full moon.\nUnlike other forms of lycanthropy, the effect of this spell can be broken by remove curse or break enchantment.\nYou can induce any type of common lycanthropy (and evil clerics frequently experiment with new kinds).\nAs a rule, the lycanthrope's animal form can be any predator between the size of a small dog and a large bear.\nThe source of the material component determines the victim's animal form.\n(More information on lycanthropes can be found in Appendix 3 of the Monster Manual).\nMaterial Component: A pint of animal blood.","short_description":"You can cause temporary lycanthropy in a humanoid you touch.","material_components":"0","name":"Curse of Lycanthropy","level":"","full_text":"<div><p><h5>Curse of Lycanthropy<\/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, 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>Permanent; see text<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 can cause temporary lycanthropy in a humanoid you touch.<br \/>A humanoid who fails the saving throw contracts lycanthropy, and the condition manifests with the next full moon.<br \/>Unlike other forms of lycanthropy, the effect of this spell can be broken by remove curse or break enchantment.<br \/>You can induce any type of common lycanthropy (and evil clerics frequently experiment with new kinds).<br \/>As a rule, the lycanthrope&#39;s animal form can be any predator between the size of a small dog and a large bear.<br \/>The source of the material component determines the victim&#39;s animal form.<br \/>(More information on lycanthropes can be found in Appendix 3 of the Monster Manual).<br \/>Material Component: A pint of animal blood.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, XP","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until triggered","saving_throw":"None","spell_resistance":"No","description":"This spell allows the target to enter into a binding agreement with your deity that brings the target back to life if she is slain.\nWhen this spell is cast, the target's Constitution is permanently lowered by 2 points.\nIn exchange for this, if she ever dies, several spells are brought into effect.\nFirst, she is teleported to a safe location designated by you at the time of casting as if with a word of recall spell.\nSecond, the target is brought back from the dead with a raise dead spell with the standard loss of a level.\nFinally, the target is healed with a heal spell.\nShe does not regain the 2 Constitution points when returned to life.\nIf a raise dead spell could not return the target to life (for example, if she was disintegrated or died of old age), the death pact cannot restore her to life.\nIf the spell is dispelled before the target dies, she does not regain her 2 lost Constitution points.\nMaterial Component: A diamond worth at least 500 gp.\nXP cost: 250 XP.","short_description":"This spell allows the target to enter into a binding agreement with your deity that brings the target...","material_components":"0","name":"Death Pact","level":"Cleric 8","full_text":"<div><p><h5>Death Pact<\/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<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>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 until triggered<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 the target to enter into a binding agreement with your deity that brings the target back to life if she is slain.<br \/>When this spell is cast, the target&#39;s Constitution is permanently lowered by 2 points.<br \/>In exchange for this, if she ever dies, several spells are brought into effect.<br \/>First, she is teleported to a safe location designated by you at the time of casting as if with a word of recall spell.<br \/>Second, the target is brought back from the dead with a raise dead spell with the standard loss of a level.<br \/>Finally, the target is healed with a heal spell.<br \/>She does not regain the 2 Constitution points when returned to life.<br \/>If a raise dead spell could not return the target to life (for example, if she was disintegrated or died of old age), the death pact cannot restore her to life.<br \/>If the spell is dispelled before the target dies, she does not regain her 2 lost Constitution points.<br \/>Material Component: A diamond worth at least 500 gp.<br \/>XP cost: 250 XP.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"50 ft.","target":"","effect":"","area":"All enemies within a 50-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"Whenever an enemy within the area takes normal (not subdual) damage, that wound festers for an additional 1 point of damage per round thereafter for the duration of the spell.\nA successful Heal check (DC 15) or the application of any cure spell or other healing magic (heal, healing circle, and so on) stops the festering.\nOnly one wound festers at a time; additional wounds suffered while the first is still festering are not subject to this effect.\nOnce festering has been stopped, however, any new wound suffered while the subject is within the area (before the spell expires) begins the process anew.\nFor example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell takes 1 point of damage from festering the next round, and another 1 point on the round after that.\nOn the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round.\nThe next round, the subject remains within the emanation and takes another 3 points of damage in battle.\nThe festering begins again, inflicting 1 point of festering damage on the next round.","short_description":"Whenever an enemy within the area takes normal (not subdual) damage, that wound festers for an additi...","material_components":"0","name":"Decomposition","level":"Druid 2","full_text":"<div><p><h5>Decomposition<\/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<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>50 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>Whenever an enemy within the area takes normal (not subdual) damage, that wound festers for an additional 1 point of damage per round thereafter for the duration of the spell.<br \/>A successful Heal check (DC 15) or the application of any cure spell or other healing magic (heal, healing circle, and so on) stops the festering.<br \/>Only one wound festers at a time; additional wounds suffered while the first is still festering are not subject to this effect.<br \/>Once festering has been stopped, however, any new wound suffered while the subject is within the area (before the spell expires) begins the process anew.<br \/>For example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell takes 1 point of damage from festering the next round, and another 1 point on the round after that.<br \/>On the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round.<br \/>The next round, the subject remains within the emanation and takes another 3 points of damage in battle.<br \/>The festering begins again, inflicting 1 point of festering damage on the next round.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"One round\/2 levels","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"With a successful melee touch attack, you infest a creature with maggotlike creatures.\nThey deal 1d4 points of temporary Constitution damage each round.\nThe subject makes a new Fortitude save each round to negate the damage of that round and end the effect.\nThe infestation can be removed with a cure disease or heal spell.\nMaterial Component: A handful of dead, dried flies.","short_description":"With a successful melee touch attack, you infest a creature with maggotlike creatures.","material_components":"0","name":"Infestation of Maggots","level":"Druid 3","full_text":"<div><p><h5>Infestation of Maggots<\/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 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>One 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>With a successful melee touch attack, you infest a creature with maggotlike creatures.<br \/>They deal 1d4 points of temporary Constitution damage each round.<br \/>The subject makes a new Fortitude save each round to negate the damage of that round and end the effect.<br \/>The infestation can be removed with a cure disease or heal spell.<br \/>Material Component: A handful of dead, dried flies.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"With this spell, you can return a dead creature to 0 hit points, provided it died within the last round.\nYou take 1d4 points of damage per Hit Die of the creature affected, and your spell resistance cannot overcome this damage.\nThe subject's soul must be free and willing to return (see Bringing Back the Dead, page 171 of the Player's Handbook).\nIf the subject's soul is not willing to return, the spell does not work; therefore, a subject who wants to return receives no saving throw.\nLast breath cures enough damage to bring the subject's current hit points to 0.\nAny ability scores damaged to 0 or below are raised to 1.\nNormal poison and normal disease are cured, but magical diseases and curses are not undone.\nThe spell closes mortal wounds and repairs lethal damage of most kinds, but missing body parts are still missing when the creature returns to life.\nNone of the dead creature's equipment or possessions are affected in any way by this spell.\nComing back from the dead is an ordeal.\nThe subject loses one level when it returns to life, just as if it had lost a level to an energy-draining creature.\nThis level loss cannot be repaired by any spell.\nA subject who was previously 1st level loses 1 point of Constitution instead.\nA character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.\nA spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.\nLast breath has no effect on a creature that has been dead for more than 1 round.\nA creature that died from a death effect can't be raised by this spell, nor can constructs, elementals, outsiders, and undead creatures.\nLast breath cannot bring back a creature who has died of old age.","short_description":"With this spell, you can return a dead creature to 0 hit points, provided it died within the last rou...","material_components":"0","name":"Last Breath","level":"Druid 4","full_text":"<div><p><h5>Last 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>Necromancy<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>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>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you can return a dead creature to 0 hit points, provided it died within the last round.<br \/>You take 1d4 points of damage per Hit Die of the creature affected, and your spell resistance cannot overcome this damage.<br \/>The subject&#39;s soul must be free and willing to return (see Bringing Back the Dead, page 171 of the Player&#39;s Handbook).<br \/>If the subject&#39;s soul is not willing to return, the spell does not work; therefore, a subject who wants to return receives no saving throw.<br \/>Last breath cures enough damage to bring the subject&#39;s current hit points to 0.<br \/>Any ability scores damaged to 0 or below are raised to 1.<br \/>Normal poison and normal disease are cured, but magical diseases and curses are not undone.<br \/>The spell closes mortal wounds and repairs lethal damage of most kinds, but missing body parts are still missing when the creature returns to life.<br \/>None of the dead creature&#39;s equipment or possessions are affected in any way by this spell.<br \/>Coming back from the dead is an ordeal.<br \/>The subject loses one level when it returns to life, just as if it had lost a level to an energy-draining creature.<br \/>This level loss cannot be repaired by any spell.<br \/>A subject who was previously 1st level loses 1 point of Constitution instead.<br \/>A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.<br \/>A spellcasting creature that doesn&#39;t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.<br \/>Last breath has no effect on a creature that has been dead for more than 1 round.<br \/>A creature that died from a death effect can&#39;t be raised by this spell, nor can constructs, elementals, outsiders, and undead creatures.<br \/>Last breath cannot bring back a creature who has died of old age.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Quarter circle emanating from you to the extreme of the range","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"This spell is identical to deathwatch, but only functions on animals and plants.\nIn addition, it also allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth).","short_description":"This spell is identical to deathwatch, but only functions on animals and plants.","material_components":"0","name":"Naturewatch","level":"Druid 0 \/ Ranger 1 \/ Hathran 0","full_text":"<div><p><h5>Naturewatch<\/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 0 \/ Ranger 1 \/ Hathran 0<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>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>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 identical to deathwatch, but only functions on animals and plants.<br \/>In addition, it also allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One living creature\/level, no two of which can be more than 50 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This nasty spell causes a major disease and weakness in those who fail their saving throws.\nAfflicted creatures are immediately stricken with a sickening scourge that quickly spreads to cover their entire bodies.\nThe subject suffers excruciatingly painful and highly debilitating blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts.\nThe disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the creature makes a successful Fortitude save on a particular day.\nAs with mummy rot, successful saves do not allow the creature to recover.\nThe symptoms persist until the creature finds some magical means to cure the disease (such as remove disease, heal, or restoration).\nFocus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.","short_description":"This nasty spell causes a major disease and weakness in those who fail their saving throws.","material_components":"0","name":"Scourge","level":"","full_text":"<div><p><h5>Scourge<\/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>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 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 nasty spell causes a major disease and weakness in those who fail their saving throws.<br \/>Afflicted creatures are immediately stricken with a sickening scourge that quickly spreads to cover their entire bodies.<br \/>The subject suffers excruciatingly painful and highly debilitating blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts.<br \/>The disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the creature makes a successful Fortitude save on a particular day.<br \/>As with mummy rot, successful saves do not allow the creature to recover.<br \/>The symptoms persist until the creature finds some magical means to cure the disease (such as remove disease, heal, or restoration).<br \/>Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One humanoid","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A humanoid subject of the spellcaster's choosing is wracked with such pain that he doubles over and collapses.\nHis face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind.\nFor the duration of the spell, the subject is considered helpless and cannot take actions.\nEven when the spell ends, the subject is still visibly shaken and suffers a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.\nThe subject's sight returns at the end of the spell's duration.","short_description":"A humanoid subject of the spellcaster's choosing is wracked with such pain that he doubles over and c...","material_components":"0","name":"Wrack","level":"Cleric 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 \/ 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>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>A humanoid subject of the spellcaster&#39;s choosing is wracked with such pain that he doubles over and collapses.<br \/>His face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind.<br \/>For the duration of the spell, the subject is considered helpless and cannot take actions.<br \/>Even when the spell ends, the subject is still visibly shaken and suffers a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.<br \/>The subject&#39;s sight returns at the end of the spell&#39;s duration.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF, XP","casting_time":"24 hours","range":"Medium (100 ft. + 10 ft.\/level)","target":"One animal or tree\/three levels, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"You awaken one or more trees or animals to humanlike sentience.\nAll awakened creatures must be of the same kind.\nTo succeed, you must make a successful Will save (DC 10 + the HD of the highest-HD target, or the HD the highest target tree has once awakened, whichever is greater).\nFailure indicates that the spell fails for all targets.\nThe awakened animal or tree is friendly toward you.\nYou have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it.\nAn awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that its Intelligence, Wisdom, and Charisma scores are all 3d6.\nAwakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human's.\nAn awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.\nAn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\nXP Cost: 250 XP per creature awakened.","short_description":"You awaken one or more trees or animals to humanlike sentience.","material_components":"0","name":"Awaken, Mass","level":"Druid 8","full_text":"<div><p><h5>Awaken, 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>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>V, S, AF, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>24 hours<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You awaken one or more trees or animals to humanlike sentience.<br \/>All awakened creatures must be of the same kind.<br \/>To succeed, you must make a successful Will save (DC 10 + the HD of the highest-HD target, or the HD the highest target tree has once awakened, whichever is greater).<br \/>Failure indicates that the spell fails for all targets.<br \/>The awakened animal or tree is friendly toward you.<br \/>You have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it.<br \/>An awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that its Intelligence, Wisdom, and Charisma scores are all 3d6.<br \/>Awakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human&#39;s.<br \/>An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.<br \/>An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).<br \/>XP Cost: 250 XP per creature awakened.<\/p><\/p>Reference: Complete Divine<\/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","saving_throw":"","spell_resistance":"","description":"Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.\nThese claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from Strength, with a threat range of 19-20.\nAttacks with your transformed hands do not provoke an attack of opportunity.\nThe claws do not hinder your manual dexterity or spellcasting.\nMaterial Component: The claw of a bird of prey, such as an eagle or falcon.","short_description":"Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.","material_components":"0","name":"Beast Claws","level":"Cleric 4 \/ Druid 3","full_text":"<div><p><h5>Beast 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>Cleric 4 \/ Druid 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 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.<br \/>These claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from Strength, with a threat range of 19-20.<br \/>Attacks with your transformed hands do not provoke an attack of opportunity.<br \/>The claws do not hinder your manual dexterity or spellcasting.<br \/>Material Component: The claw of a bird of prey, such as an eagle or falcon.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"The spellcaster places a curse on the creature touched, choosing one of the three following effects:\n\n* One ability score is reduced to 1, or two ability scores suffer -6 penalties (minimum 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.\n\nYou may also invent your own 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.\n\nThe _greater curse_ cannot be dispelled, nor can it can be removed with a _break enchantment_:spells\/players-handbook-v35--6\/break-enchantment--2306\/, _limited wish_:spells\/players-handbook-v35--6\/limited-wish--2899\/, or _remove curse_:spells\/players-handbook-v35--6\/remove-curse--2352\/ spell. A _miracle_:spells\/players-handbook-v35--6\/miracle--2633\/ or _wish_:spells\/players-handbook-v35--6\/wish--2902\/ spell removes the _greater curse_, but each _greater curse_ also must have a single means of removing it with some deed that the spellcaster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be slay the dragon under Castle Bluecraft, or climb the tallest mountain in the world. The cursed victim can have help accomplishing the task.","short_description":"The spellcaster places a curse on the creature touched, choosing one of the three following effects:\n...","material_components":"0","name":"Bestow Curse, Greater","level":"Bard 6 \/ Cleric 7 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Bestow Curse, 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>Bard 6 \/ Cleric 7 \/ 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 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>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 spellcaster places a curse on the creature touched, choosing one of the three following effects:<\/p>\n\n\t<ul>\n\t\t<li>One ability score is reduced to 1, or two ability scores suffer -6 penalties (minimum 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>\n\n\t<p>You may also invent your own 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.<\/p>\n\n\t<p>The <em>greater curse<\/em> cannot be dispelled, nor can it can be removed with a <a href=\/spells\/players-handbook-v35--6\/break-enchantment--2306\/><em>break enchantment<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/limited-wish--2899\/><em>limited wish<\/em><\/a>, or <a href=\/spells\/players-handbook-v35--6\/remove-curse--2352\/><em>remove curse<\/em><\/a> spell. A <a href=\/spells\/players-handbook-v35--6\/miracle--2633\/><em>miracle<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/wish--2902\/><em>wish<\/em><\/a> spell removes the <em>greater curse<\/em>, but each <em>greater curse<\/em> also must have a single means of removing it with some deed that the spellcaster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be &quot;slay the dragon under Castle Bluecraft,&quot; or &quot;climb the tallest mountain in the world.&quot; The cursed victim can have help accomplishing the task.<\/p><\/p>Reference: Complete Divine 153<\/div>","reference":"User"},{"school":"Transmutation","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":"Like the 3rd-level arcane spell blink, you flicker back and forth between the Material and Ethereal planes.\nHowever, you are capable of controlling the timing of you blinks and therefore make better use of them.\nBlinking by means of this spell has several effects: Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help the attacker.\nIf the attack is capable of striking invisible or incorporeal creatures, the miss chance is only 20%.\nAn attacker who can both see and strike ethereal creatures takes no penalty.\nYou have no chance of interfering with your own attacks.\nIndividually targeted spells have a 50% chance to fail against you while blinking, unless your attacker can target invisible, ethereal creatures.\nYou have no chance of interfering with your own spells.\nYou take only half damage from area attacks (or full damage from those that extend onto the Ethereal Plane).\nWhile blinking, you strike as an invisible creature (+2 bonus on attack rolls), denying your target any Dexterity bonus to AC.\nYou take only half damage from falling, since you are subject to gravity only while you are on the Material Plane.\nYou can ready an action to blink away from a specific enemy attack, physical or magical.\nIf you do so, the attack misses automatically unless it can also affect ethereal targets.\nYou move at three-quarters speed, since movement on the Ethereal Plane is at half speed and you spend about half your time there and half your time material.\nWhile blinking, you can step through (but not see through) solid objects.\nYou do not risk materializing inside a solid object unless you actually end your move inside one, in which case you materialize and are shunted off to the nearest open space.\nYou take 1d6 points of damage per 5 feet traveled in his manner.\nSince you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.\nYou interact with ethereal creatures in roughly the same way you interact with material ones (their attacks have a 50% miss chance against you, and so on).","short_description":"Like the 3rd-level arcane spell blink, you flicker back and forth between the Material and Ethereal p...","material_components":"0","name":"Blink, Improved","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Blink, Improved<\/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 \/ 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 (D)<br\/><\/td><\/tr><\/table><p>\t<p>Like the 3rd-level arcane spell blink, you flicker back and forth between the Material and Ethereal planes.<br \/>However, you are capable of controlling the timing of you blinks and therefore make better use of them.<br \/>Blinking by means of this spell has several effects: Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn&#39;t help the attacker.<br \/>If the attack is capable of striking invisible or incorporeal creatures, the miss chance is only 20%.<br \/>An attacker who can both see and strike ethereal creatures takes no penalty.<br \/>You have no chance of interfering with your own attacks.<br \/>Individually targeted spells have a 50% chance to fail against you while blinking, unless your attacker can target invisible, ethereal creatures.<br \/>You have no chance of interfering with your own spells.<br \/>You take only half damage from area attacks (or full damage from those that extend onto the Ethereal Plane).<br \/>While blinking, you strike as an invisible creature (+2 bonus on attack rolls), denying your target any Dexterity bonus to AC.<br \/>You take only half damage from falling, since you are subject to gravity only while you are on the Material Plane.<br \/>You can ready an action to blink away from a specific enemy attack, physical or magical.<br \/>If you do so, the attack misses automatically unless it can also affect ethereal targets.<br \/>You move at three-quarters speed, since movement on the Ethereal Plane is at half speed and you spend about half your time there and half your time material.<br \/>While blinking, you can step through (but not see through) solid objects.<br \/>You do not risk materializing inside a solid object unless you actually end your move inside one, in which case you materialize and are shunted off to the nearest open space.<br \/>You take 1d6 points of damage per 5 feet traveled in his manner.<br \/>Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.<br \/>You interact with ethereal creatures in roughly the same way you interact with material ones (their attacks have a 50% miss chance against you, and so on).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"5 ft.","target":"","effect":"","area":"5-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"By drawing on the power of the sun, you cause your body to emanate fire.\nThis fire extends 5 feet in all directions from your body, illuminating the area and inflicting 1d4+1 points of fire damage (Reflex save for half) to any creature it touches except you.","short_description":"By drawing on the power of the sun, you cause your body to emanate fire.","material_components":"0","name":"Body of the Sun","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Body of the Sun<\/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 \/ 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>5 ft.<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 drawing on the power of the sun, you cause your body to emanate fire.<br \/>This fire extends 5 feet in all directions from your body, illuminating the area and inflicting 1d4+1 points of fire damage (Reflex save for half) to any creature it touches except you.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Wooden weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff.\nFor the duration of the spell, the weapon deals both piercing and bludgeoning damage.\nIt gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10).\nThis spell works only on melee weapons with wooden striking surfaces.\nFor instance, it does not work on a bow, an arrow, or a metal mace.\nMaterial Component: A small thorn.","short_description":"Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclu...","material_components":"0","name":"Brambles","level":"Cleric 2 \/ Druid 2","full_text":"<div><p><h5>Brambles<\/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 \/ 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>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>Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff.<br \/>For the duration of the spell, the weapon deals both piercing and bludgeoning damage.<br \/>It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10).<br \/>This spell works only on melee weapons with wooden striking surfaces.<br \/>For instance, it does not work on a bow, an arrow, or a metal mace.<br \/>Material Component: A small thorn.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Plants in a 20-ft.-radius spread","duration":"1 minute\/level","saving_throw":"Reflex negates; see text","spell_resistance":"No","description":"This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.\nCreatures that make their save against this spell are unaffected other than having to move at half speed within the area of affect.\nIf a creature fails its initial saving throw, it has three options: stay perfectly still, attempt to break free from the thorns, or continue to act normally.\nA creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dexterity), but experiences no other effect and takes no damage.\nAnyone entangled in this way loses the entangled condition if they leave the area of the spell.\nEach round in which a creature remains in the area, it may spend a full round action extricating themselves from the thorns.\nDoing so allows for a new saving throw.\nIf successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell.\nSuccessfully breaking free in this way is the only thing a character can do that does not cause thorn damage to the character.\nA failed attempt to break free deals the normal 2d6 thorn piercing damage.\nThose that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of piercing damage from the thorns.\nA creature that tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.\nThe plants provide cover.\nA creature 5 feet away has cover.\nCreatures separated by 20 or more feet of briar webs have total cover.","short_description":"This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist aroun...","material_components":"0","name":"Briar Web","level":"Cleric 3 \/ Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Briar 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ 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>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>Reflex 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>This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.<br \/>Creatures that make their save against this spell are unaffected other than having to move at half speed within the area of affect.<br \/>If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt to break free from the thorns, or continue to act normally.<br \/>A creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dexterity), but experiences no other effect and takes no damage.<br \/>Anyone entangled in this way loses the entangled condition if they leave the area of the spell.<br \/>Each round in which a creature remains in the area, it may spend a full round action extricating themselves from the thorns.<br \/>Doing so allows for a new saving throw.<br \/>If successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell.<br \/>Successfully breaking free in this way is the only thing a character can do that does not cause thorn damage to the character.<br \/>A failed attempt to break free deals the normal 2d6 thorn piercing damage.<br \/>Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of piercing damage from the thorns.<br \/>A creature that tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.<br \/>The plants provide cover.<br \/>A creature 5 feet away has cover.<br \/>Creatures separated by 20 or more feet of briar webs have total cover.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1 person per 2 levels, all of whom must be within 30 ft. of each other","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.\nEach person affected by this aura gives off light as a torch (20-foot radius).\nTheir weapon attacks (melee or ranged) function as if their weapons were brilliant energy weapons: they ignore nonliving matter, and armor and enhancement AC bonuses do not count against them.\nThe attacks cannot harm undead, constructs, or objects.\nIn addition, all attacks gain an enhancement bonus on damage equal to one-half the caster's level (maximum +10).","short_description":"You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.","material_components":"0","name":"Brilliant Aura","level":"Druid 7","full_text":"<div><p><h5>Brilliant 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>Transmutation<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<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>You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.<br \/>Each person affected by this aura gives off light as a torch (20-foot radius).<br \/>Their weapon attacks (melee or ranged) function as if their weapons were brilliant energy weapons: they ignore nonliving matter, and armor and enhancement AC bonuses do not count against them.<br \/>The attacks cannot harm undead, constructs, or objects.<br \/>In addition, all attacks gain an enhancement bonus on damage equal to one-half the caster&#39;s level (maximum +10).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"You change the coloring of your skin and clothing to match the environment around you.\nThroughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part.\nThis effect grants you a +10 circumstance bonus on Hide checks.","short_description":"You change the coloring of your skin and clothing to match the environment around you.","material_components":"0","name":"Camouflage","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Camouflage<\/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>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You change the coloring of your skin and clothing to match the environment around you.<br \/>Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part.<br \/>This effect grants you a +10 circumstance bonus on Hide checks.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Any number of creatures, no two of which can be more than 60 ft. apart","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"As camouflage, except the effect is mobile with the group.\nThe spell is broken for any individual who moves more than 60 feet from the nearest member of the group.\n(If only two individuals are affected, the one moving away from the other one loses its camouflage.\nIf both are moving away from each other, they both become visible when the distance between them exceeds 60 feet).","short_description":"As camouflage, except the effect is mobile with the group.","material_components":"0","name":"Camouflage, Mass","level":"Druid 4 \/ Ranger 4","full_text":"<div><p><h5>Camouflage, 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>As camouflage, except the effect is mobile with the group.<br \/>The spell is broken for any individual who moves more than 60 feet from the nearest member of the group.<br \/>(If only two individuals are affected, the one moving away from the other one loses its camouflage.<br \/>If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Reflex negates (harmless)","spell_resistance":"Yes (harmless)","description":"You create gaseous pads of cloudstuff on the subject's feet, allowing them to walk on the clouds.\nThese pads allow each subject to move straight up or down at a speed of up to 30 feet or laterally with a fly speed of 60 feet (perfect maneuverability), as desired.\n(Lateral movement is possible only for a subject who is already at least 90 feet off the ground).\nTo touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature.\nYou may dismiss the spell, but only for all subjects at once--an act that can have significant consequences for subjects already in the air.","short_description":"You create gaseous pads of cloudstuff on the subject's feet, allowing them to walk on the clouds.","material_components":"0","name":"Cloudwalkers","level":"Druid 7","full_text":"<div><p><h5>Cloudwalkers<\/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 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>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>Reflex 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 create gaseous pads of cloudstuff on the subject&#39;s feet, allowing them to walk on the clouds.<br \/>These pads allow each subject to move straight up or down at a speed of up to 30 feet or laterally with a fly speed of 60 feet (perfect maneuverability), as desired.<br \/>(Lateral movement is possible only for a subject who is already at least 90 feet off the ground).<br \/>To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature.<br \/>You may dismiss the spell, but only for all subjects at once&#8212;an act that can have significant consequences for subjects already in the air.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"3 rounds","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"You turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin.\nThe spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).\nOnly one save is allowed against the spell; if successful, it halves the damage each round.\nFocus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.","short_description":"You turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin.","material_components":"0","name":"Creeping Cold","level":"Druid 2","full_text":"<div><p><h5>Creeping 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>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, 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>3 rounds<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 turn the subject&#39;s sweat to ice, creating blisters as the ice forms on and inside the skin.<br \/>The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).<br \/>Only one save is allowed against the spell; if successful, it halves the damage each round.<br \/>Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"See text","saving_throw":"","spell_resistance":"","description":"This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage.\nIf the caster is at least 15th level, the spell adds a fifth round at 5d6 points of damage.\nIf the caster is at least 20th level, the spell adds a sixth round at 6d6 points of damage.","short_description":"This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it ...","material_components":"0","name":"Creeping Cold, Greater","level":"Druid 7","full_text":"<div><p><h5>Creeping Cold, 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>Druid 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>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage.<br \/>If the caster is at least 15th level, the spell adds a fifth round at 5d6 points of damage.<br \/>If the caster is at least 20th level, the spell adds a sixth round at 6d6 points of damage.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One structure or construct","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial (object)","spell_resistance":"Yes (object)","description":"You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself.\nThe erosion inflicts 1d6 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d6.\nThis spell does not affect living creatures.\nIt does, however, affect constructs.\nThe maximum size of the object affected depends on your level.\nIf you cast this spell on an object of greater size than you can affect, the spell fails.","short_description":"You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden bu...","material_components":"0","name":"Crumble","level":"Druid 6","full_text":"<div><p><h5>Crumble<\/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 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>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 (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 bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself.<br \/>The erosion inflicts 1d6 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d6.<br \/>This spell does not affect living creatures.<br \/>It does, however, affect constructs.<br \/>The maximum size of the object affected depends on your level.<br \/>If you cast this spell on an object of greater size than you can affect, the spell fails.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You place a temporary curse upon the subject, giving her a -3 penalty on attack rolls, saving throws, ability checks, and skill checks.\nCurse of ill fortune is negated by any spell that removes a bestow curse spell.","short_description":"You place a temporary curse upon the subject, giving her a -3 penalty on attack rolls, saving throws,...","material_components":"0","name":"Curse of Ill Fortune","level":"Blackguard 2 \/ Cleric 2","full_text":"<div><p><h5>Curse of Ill 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>Blackguard 2 \/ Cleric 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 min.\/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 place a temporary curse upon the subject, giving her a -3 penalty on attack rolls, saving throws, ability checks, and skill checks.<br \/>Curse of ill fortune is negated by any spell that removes a bestow curse spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat.\nYou confer the base Reflex save bonus of a rogue of your total character level, a +4 enhancement bonus to Dexterity, and the Spring Attack feat on the target for the duration of the spell.","short_description":"Calling on the divine power of your patron, you imbue a living creature with agility and skill in com...","material_components":"0","name":"Divine Agility","level":"Cleric 5","full_text":"<div><p><h5>Divine Agility<\/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 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>No<br\/><\/td><\/tr><\/table><p>\t<p>Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat.<br \/>You confer the base Reflex save bonus of a rogue of your total character level, a +4 enhancement bonus to Dexterity, and the Spring Attack feat on the target for the duration of the spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, AF","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell transforms your arms into wings of brilliant fire.\nThe flame does not damage you or any items you carry.\nBecause your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components while using fire wings, but rings, bracers, and other items worn on your arms when you cast the spell still function normally.\nThe wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability.\nYou can charge but not run while flying, and you cannot carry more than a light load aloft.\nUsing a fire wings spell requires only as much concentration as walking, so you can take other actions normally.\nIf the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven't already landed.\nBecause dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field.\nYou can make unarmed attacks with the fire wings, but you are not considered proficient with them and thus suffer a -\n4 penalty on your attack rolls.\nA successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage.\nThe wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.\nMaterial Component: the feather of a bird, which you must burn when you cast the spell.\nFocus: A golden amulet shaped like a phoenix.","short_description":"This spell transforms your arms into wings of brilliant fire.","material_components":"0","name":"Fire Wings","level":"Druid 3","full_text":"<div><p><h5>Fire 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>Druid 3<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 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 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms your arms into wings of brilliant fire.<br \/>The flame does not damage you or any items you carry.<br \/>Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components while using fire wings, but rings, bracers, and other items worn on your arms when you cast the spell still function normally.<br \/>The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability.<br \/>You can charge but not run while flying, and you cannot carry more than a light load aloft.<br \/>Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally.<br \/>If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven&#39;t already landed.<br \/>Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field.<br \/>You can make unarmed attacks with the fire wings, but you are not considered proficient with them and thus suffer a &#8211; 4 penalty on your attack rolls.<br \/>A successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage.<br \/>The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.<br \/>Material Component: the feather of a bird, which you must burn when you cast the spell.<br \/>Focus: A golden amulet shaped like a phoenix.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell grants you a +20 competence bonus on Hide and Move Silently checks.\nThe spell ends if you move more than 10 feet from where you stood when you cast the spell.\nIt is otherwise the same as camouflage.","short_description":"This spell grants you a +20 competence bonus on Hide and Move Silently checks.","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><br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you a +20 competence bonus on Hide and Move Silently checks.<br \/>The spell ends if you move more than 10 feet from where you stood when you cast the spell.<br \/>It is otherwise the same as camouflage.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell gives you the ability to see accurately at long distances.\nYour range increment for projectile weapons increases by 50%, and you gain a +5 competence bonus on all 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 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell gives you the ability to see accurately at long distances.<br \/>Your range increment for projectile weapons increases by 50%, and you gain a +5 competence bonus on all Spot checks.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes creatures it hits to become weak and slow.\nA subject who fails a Will save is slowed as the spell and suffers a cumulative enhancement penalty to Strength equal to 1d6-1 per two caster levels (minimum additional penalty of 0, maximum of -10) each round.\nIf the subject's Strength drops below 1, it is helpless.\nThe spell's slow effect counters and is countered by haste.\nHowever, the Strength penalty is not countered by haste.","short_description":"This spell causes creatures it hits to become weak and slow.","material_components":"0","name":"Languor","level":"Druid 4","full_text":"<div><p><h5>Languor<\/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>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>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 creatures it hits to become weak and slow.<br \/>A subject who fails a Will save is slowed as the spell and suffers a cumulative enhancement penalty to Strength equal to 1d6-1 per two caster levels (minimum additional penalty of 0, maximum of -10) each round.<br \/>If the subject&#39;s Strength drops below 1, it is helpless.<br \/>The spell&#39;s slow effect counters and is countered by haste.<br \/>However, the Strength penalty is not countered by haste.<\/p><\/p>Reference: Complete Divine<\/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":"Black, glistening thorns emerge from your skin, causing you no damage but endangering those who attack you in melee.\nAny creature grappling with you or striking you with handheld weapons or natural weapons takes 1d6 + your Strength bonus in piercing damage from the thorns that protect you.\nWeapons with exceptional reach, such as longspears, do not endanger their users in this way.\nYou can't use the thorns yourself to attack; they're effective only when someone attacks you.\nFurthermore, a scratch from the thorns is sufficient to deliver a dose of poison to your attacker.\nAny creature grappling you is exposed to the poison each round at the start of your turn.\nThe poison from the thorns deals 1d4 points of temporary Strength damage immediately and another 1d4 points of temporary Strength damage 1 minute later.\nEach instance of damage can be negated by a successful Fortitude save (DC 10 + 1\/2 your caster level + your Wisdom modifier).\nMaterial Component: A dried black rose.","short_description":"Black, glistening thorns emerge from your skin, causing you no damage but endangering those who attac...","material_components":"0","name":"Poison Thorns","level":"Druid 5","full_text":"<div><p><h5>Poison 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 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>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>Black, glistening thorns emerge from your skin, causing you no damage but endangering those who attack you in melee.<br \/>Any creature grappling with you or striking you with handheld weapons or natural weapons takes 1d6 + your Strength bonus in piercing damage from the thorns that protect you.<br \/>Weapons with exceptional reach, such as longspears, do not endanger their users in this way.<br \/>You can&#39;t use the thorns yourself to attack; they&#39;re effective only when someone attacks you.<br \/>Furthermore, a scratch from the thorns is sufficient to deliver a dose of poison to your attacker.<br \/>Any creature grappling you is exposed to the poison each round at the start of your turn.<br \/>The poison from the thorns deals 1d4 points of temporary Strength damage immediately and another 1d4 points of temporary Strength damage 1 minute later.<br \/>Each instance of damage can be negated by a successful Fortitude save (DC 10 + 1\/2 your caster level + your Wisdom modifier).<br \/>Material Component: A dried black rose.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters.\nThis ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.\nCreatures with the scent ability can identify familiar odors just as humans do familiar sights.\nThe creature can detect opponents within 30 feet by sense of smell.\nIf the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.\nStrong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.\nOverpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.\nWhen a creature detects a scent, the exact location is not revealed--only its presence somewhere within range.\nThe creature can take a partial action to note the direction of the scent.\nIf it moves within 5 feet of the source, the creature can pinpoint that source.\nA creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track.\nThe typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent).\nThis DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail.\nFor each hour that the trail is cold, the DC increases by 2.\nThe ability otherwise follows the rules for the Track feat.\nCreatures tracking by scent ignore the effects of surface conditions and poor visibility.\nArcane material Components: A sprinkle of mustard and pepper, and a drop of sweat.","short_description":"You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters.","material_components":"0","name":"Scent","level":"Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Scent<\/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 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>10 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>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters.<br \/>This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.<br \/>Creatures with the scent ability can identify familiar odors just as humans do familiar sights.<br \/>The creature can detect opponents within 30 feet by sense of smell.<br \/>If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.<br \/>Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.<br \/>Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.<br \/>When a creature detects a scent, the exact location is not revealed&#8212;only its presence somewhere within range.<br \/>The creature can take a partial action to note the direction of the scent.<br \/>If it moves within 5 feet of the source, the creature can pinpoint that source.<br \/>A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track.<br \/>The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent).<br \/>This DC increases or decreases depending on the strength of the quarry&#39;s odor, the number of creatures, and the age of the trail.<br \/>For each hour that the trail is cold, the DC increases by 2.<br \/>The ability otherwise follows the rules for the Track feat.<br \/>Creatures tracking by scent ignore the effects of surface conditions and poor visibility.<br \/>Arcane material Components: A sprinkle of mustard and pepper, and a drop of sweat.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Wooden weapon touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.","short_description":"As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its thr...","material_components":"0","name":"Spikes","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Spikes<\/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<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<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 brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Waves under a creature or object within range","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"You command the waters to lift a creature or object and propel it forward.\nAn object so lifted may contain creatures or other objects.\nWhat the wave can lift depends on your caster level.\nStanding wave moves the lifted creature or object in a straight line at a speed of 60 feet over water.\nThe spell dissipates when the wave contacts land, lowering its burden harmlessly to shore.","short_description":"You command the waters to lift a creature or object and propel it forward.","material_components":"0","name":"Standing Wave","level":"Druid 3","full_text":"<div><p><h5>Standing Wave<\/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<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>Reflex 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 command the waters to lift a creature or object and propel it forward.<br \/>An object so lifted may contain creatures or other objects.<br \/>What the wave can lift depends on your caster level.<br \/>Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water.<br \/>The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You harness the powers of wind and storm to move, protect yourself, and attack. You gain the benefits of a _fly_:spells\/players-handbook-v35--6\/fly--2816\/ spell, and are protected from each direction as if surrounded by a _wind wall_:spells\/players-handbook-v35--6\/wind-wall--2662\/ spell. You are completely unaffected by natural or magical wind (such as a hurricane or gust of wind spell), easily able to hold your position and completely uninhibited by other adverse effects of extreme wind (such as having to make Concentration checks because of strong winds). \n\nFinally, you can discharge bolts of electricity from your eyes. Your caster level is the total number of d6  that you can create with this spell (maximum 20d6). You may use them all at once or divide the dice over several rounds. For example, a 16th-level caster can fire an 8d6 bolt on one round and another 8d6 bolt on the next, fire sixteen bolts over 16 or more rounds (each doing 1d6 electricity damage), or  make one large bolt that deals 16d6. Each bolt affects only one creature.\n\nLaunching a bolt is a standard action that does not provoke an attack of opportunity, has a range of 100 feet, and requires a ranged touch attack (you gain a +3 attack bonus if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal). ","short_description":"You harness the powers of wind and storm to move, protect yourself, and attack.","material_components":"0","name":"Stormrage","level":"Cleric 8 \/ Druid 8","full_text":"<div><p><h5>Stormrage<\/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 \/ Druid 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 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 (D)<br\/><\/td><\/tr><\/table><p>\t<p>You harness the powers of wind and storm to move, protect yourself, and attack. You gain the benefits of a <a href=\/spells\/players-handbook-v35--6\/fly--2816\/><em>fly<\/em><\/a> spell, and are protected from each direction as if surrounded by a <a href=\/spells\/players-handbook-v35--6\/wind-wall--2662\/><em>wind wall<\/em><\/a> spell. You are completely unaffected by natural or magical wind (such as a hurricane or gust of wind spell), easily able to hold your position and completely uninhibited by other adverse effects of extreme wind (such as having to make Concentration checks because of strong winds). <\/p>\n\n\t<p>Finally, you can discharge bolts of electricity from your eyes. Your caster level is the total number of d6  that you can create with this spell (maximum 20d6). You may use them all at once or divide the dice over several rounds. For example, a 16th-level caster can fire an 8d6 bolt on one round and another 8d6 bolt on the next, fire sixteen bolts over 16 or more rounds (each doing 1d6 electricity damage), or  make one large bolt that deals 16d6. Each bolt affects only one creature.<\/p>\n\n\t<p>Launching a bolt is a standard action that does not provoke an attack of opportunity, has a range of 100 feet, and requires a ranged touch attack (you gain a +3 attack bonus if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them.\nOutsiders who fail their saves have their damage reduction and spell resistance each reduced by 10 points.\nFor example, a barbed devil subject to subvert planar essence would have no damage reduction and SR 13, while a pit fiend would have damage reduction of 5\/good and silver and SR 22.\nOutsiders attempt Fortitude saves and check SR when they first enter the spell's area.\nIf they make their save or the spell fails to overcome their SR, they're thereafter unaffected by that casting of subvert planar essence and can enter and exit the spell area without making further saves.\nOutsiders who fail their saves or whose SR is overcome by the spell are affected as long as they remain within the spell area, and they are automatically affected if they leave and reenter the spell area.\nMaterial Component: A rough statuette carved from adamantine ore (100 gp).","short_description":"Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with...","material_components":"0","name":"Subvert Planar Essence","level":"Cleric 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Subvert Planar Essence<\/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 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>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>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>Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them.<br \/>Outsiders who fail their saves have their damage reduction and spell resistance each reduced by 10 points.<br \/>For example, a barbed devil subject to subvert planar essence would have no damage reduction and SR 13, while a pit fiend would have damage reduction of 5\/good and silver and SR 22.<br \/>Outsiders attempt Fortitude saves and check SR when they first enter the spell&#39;s area.<br \/>If they make their save or the spell fails to overcome their SR, they&#39;re thereafter unaffected by that casting of subvert planar essence and can enter and exit the spell area without making further saves.<br \/>Outsiders who fail their saves or whose SR is overcome by the spell are affected as long as they remain within the spell area, and they are automatically affected if they leave and reenter the spell area.<br \/>Material Component: A rough statuette carved from adamantine ore (100 gp).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Area\/Effect\/Target: Living creature touched\nDuration: 10 min.\/level\nSaving Throw: None\nSpell Resistance: Yes (harmless)\nTortoise shell grants the armor plating of a tortoise across a creature's torso and a tough, leathery skin elsewhere.\nThe effect grants a +6 enhancement bonus to the creature's existing natural Armor Class.\nThis enhancement bonus increases by 1 for every three caster levels above 11th, to a maximum of +9 at 20th level.\nThe enhancement bonus provided by tortoise shell stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.\nA creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.\nTortoise shell slows a creature's movement as if it were wearing heavy armor.\nAn elf subject to tortoise shell, for example, would have a speed of 20 feet and would run at 60 feet per round.\nThe spell affects only a creature's speed; tortoise shell doesn't have an armor check penalty or arcane spell failure chance.","short_description":"Area\/Effect\/Target: Living creature touched\nDuration: 10 min.","material_components":"0","name":"Tortoise Shell","level":"Druid 6","full_text":"<div><p><h5>Tortoise Shell<\/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 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><\/table><p>\t<p>Area\/Effect\/Target: Living creature touched<br \/>Duration: 10 min.\/level<br \/>Saving Throw: None<br \/>Spell Resistance: Yes (harmless)<br \/>Tortoise shell grants the armor plating of a tortoise across a creature&#39;s torso and a tough, leathery skin elsewhere.<br \/>The effect grants a +6 enhancement bonus to the creature&#39;s existing natural Armor Class.<br \/>This enhancement bonus increases by 1 for every three caster levels above 11th, to a maximum of +9 at 20th level.<br \/>The enhancement bonus provided by tortoise shell stacks with the target&#39;s natural armor bonus, but not with other enhancement bonuses to natural armor.<br \/>A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.<br \/>Tortoise shell slows a creature&#39;s movement as if it were wearing heavy armor.<br \/>An elf subject to tortoise shell, for example, would have a speed of 20 feet and would run at 60 feet per round.<br \/>The spell affects only a creature&#39;s speed; tortoise shell doesn&#39;t have an armor check penalty or arcane spell failure chance.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch Area\/Effect\/Target: Animal or magical beast touched","target":"","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell makes a mount better able to handle the rigors of overland travel, at the expense of its will to fight. The touched animal or magical beast gets a +10 feet enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. However, the mount no longer attacks in combat.  The steed willingly bears its rider into battle; it just can't use its own natural weapons for the duration of the spell.","short_description":"This spell makes a mount better able to handle the rigors of overland travel, at the expense of its w...","material_components":"0","name":"Traveler's Mount","level":"Blackguard 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1","full_text":"<div><p><h5>Traveler's 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>Blackguard 1 \/ Druid 1 \/ Paladin 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 Area\/Effect\/Target: Animal or magical beast 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>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 makes a mount better able to handle the rigors of overland travel, at the expense of its will to fight. The touched animal or magical beast gets a +10 feet enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. However, the mount no longer attacks in combat.  The steed willingly bears its rider into battle; it just can&#39;t use its own natural weapons for the duration of the spell.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch Area\/Effect\/Target: Willing creature touched","target":"","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The creature you touch grows thick tree roots that anchor him to the ground and provide him with life-sustaining healing.\n(If the creature you touch isn't touching the ground, the unyielding roots spell has no effect).\nFor the duration of the spell, the touched creature can't move from his current space, nor can he be moved from his space by bull rushes, overruns, magic such as Bigby's forceful hand, or any effect short of a massive earthquake.\nSuch attempts simply fail.\nIf an overrun attempt is made against a creature with unyielding roots, the rooted creature must block rather than avoid the overrun.\nThe rooted creature automatically wins the Strength check to stop the overrun and can make a Strength check (opposed by the overrunning creature's Strength or Dexterity check) to knock the overrunning creature prone.\nThe roots draw life energy from the ground that feed the touched creature, healing up to 30 points of damage per round, neutralizing poisons automatically, and wiping away negative levels (as the restoration spell).\nThe touched creature gets a +4 bonus on Fortitude and Will saves as long as the roots remain, but a -4 penalty on Reflex saves.","short_description":"The creature you touch grows thick tree roots that anchor him to the ground and provide him with life...","material_components":"0","name":"Unyielding Roots","level":"Druid 9","full_text":"<div><p><h5>Unyielding Roots<\/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 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>Touch Area\/Effect\/Target: Willing creature touched<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>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 you touch grows thick tree roots that anchor him to the ground and provide him with life-sustaining healing.<br \/>(If the creature you touch isn&#39;t touching the ground, the unyielding roots spell has no effect).<br \/>For the duration of the spell, the touched creature can&#39;t move from his current space, nor can he be moved from his space by bull rushes, overruns, magic such as Bigby&#39;s forceful hand, or any effect short of a massive earthquake.<br \/>Such attempts simply fail.<br \/>If an overrun attempt is made against a creature with unyielding roots, the rooted creature must block rather than avoid the overrun.<br \/>The rooted creature automatically wins the Strength check to stop the overrun and can make a Strength check (opposed by the overrunning creature&#39;s Strength or Dexterity check) to knock the overrunning creature prone.<br \/>The roots draw life energy from the ground that feed the touched creature, healing up to 30 points of damage per round, neutralizing poisons automatically, and wiping away negative levels (as the restoration spell).<br \/>The touched creature gets a +4 bonus on Fortitude and Will saves as long as the roots remain, but a -4 penalty on Reflex saves.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser visage of the deity, but you take on all the qualities of a celestial or fiendish creature (see the Monster Manual for complete details):\n* You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).\n* You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day.\nAdd your Charisma modifier to your attack roll and your character level to your damage roll against a foe of that alignment.\n* You gain darkvision to a range of 60 ft.\n* You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).\n* You gain damage reduction 10\/magic.\n* You gain spell resistance 20.\nYour creature type does not change (you do not become an outsider).","short_description":"As lesser visage of the deity, but you take on all the qualities of a celestial or fiendish creature ...","material_components":"0","name":"Visage of the Deity","level":"Cleric 6","full_text":"<div><p><h5>Visage 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>Cleric 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 visage of the deity, but you take on all the qualities of a celestial or fiendish creature (see the Monster Manual for complete details):\n\t<ul>\n\t\t<li>You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).<\/li>\n\t\t<li>You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day.<\/li>\n\t<\/ul><br \/>Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of that alignment.\n\t<ul>\n\t\t<li>You gain darkvision to a range of 60 ft.<\/li>\n\t\t<li>You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).<\/li>\n\t\t<li>You gain damage reduction 10\/magic.<\/li>\n\t\t<li>You gain spell resistance 20.<\/li>\n\t<\/ul><br \/>Your creature type does not change (you do not become an outsider).<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser visage of the deity, except that you take on the qualities of a half-celestial or half-fiend (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.\nGood clerics 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.\n* You gain low-light vision.\n* You gain resistance 10 to acid, cold, and electricity.\n* You gain immunity to disease.\n* You gain a +4 racial bonus on saving throws against poison.\n* You gain damage reduction 10\/magic.\n* You gain spell resistance 25.\n* You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.\nEvil clerics undergo the following transformations:\n* You grow batlike wings that allow you to fly at your normal speed (average maneuverability).\n* You gain +1 natural armor.\n* You gain bite and claw attacks.\nIf you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.\nIf you are Small, your bite deals 1d3 points of damage and each claw attack deals 1d3 points of damage.\n* You gain darkvision out to a range of 60 feet.\n* You gain immunity to poison.\n* You gain resistance 10 to acid, cold, electricity, and fire.\n* You gain damage reduction 10\/magic.\n* You gain spell resistance 25.\n* You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.","short_description":"As lesser visage of the deity, except that you take on the qualities of a half-celestial or half-fien...","material_components":"0","name":"Visage of the Deity, Greater","level":"Cleric 9","full_text":"<div><p><h5>Visage 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>Cleric 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 visage of the deity, except that you take on the qualities of a half-celestial or half-fiend (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 \/>Good clerics 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.<\/li>\n\t\t<li>You gain low-light vision.<\/li>\n\t\t<li>You gain resistance 10 to acid, cold, and electricity.<\/li>\n\t\t<li>You gain immunity to disease.<\/li>\n\t\t<li>You gain a +4 racial bonus on saving throws against poison.<\/li>\n\t\t<li>You gain damage reduction 10\/magic.<\/li>\n\t\t<li>You gain spell resistance 25.<\/li>\n\t\t<li>You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.<\/li>\n\t<\/ul><br \/>Evil clerics undergo the following transformations:\n\t<ul>\n\t\t<li>You grow batlike wings that allow you to fly at your normal speed (average maneuverability).<\/li>\n\t\t<li>You gain +1 natural armor.<\/li>\n\t\t<li>You gain bite and claw attacks.<\/li>\n\t<\/ul><br \/>If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.<br \/>If you are Small, your bite deals 1d3 points of damage and each claw attack deals 1d3 points of damage.\n\t<ul>\n\t\t<li>You gain darkvision out to a range of 60 feet.<\/li>\n\t\t<li>You gain immunity to poison.<\/li>\n\t\t<li>You gain resistance 10 to acid, cold, electricity, and fire.<\/li>\n\t\t<li>You gain damage reduction 10\/magic.<\/li>\n\t\t<li>You gain spell resistance 25.<\/li>\n\t\t<li>You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.<\/li>\n\t<\/ul><\/p><\/p>Reference: Complete Divine<\/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 more like your deity's (in a very limited fashion, of course).\nYou gain a +4 enhancement bonus to your Charisma score.\nYou also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good; cold and fire if you are evil.","short_description":"When you cast this spell, your body changes into a form more like your deity's (in a very limited fas...","material_components":"0","name":"Visage of the Deity, Lesser","level":"Blackguard 4 \/ Cleric 3 \/ Paladin 4","full_text":"<div><p><h5>Visage 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>Blackguard 4 \/ Cleric 3 \/ 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>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 more like your deity&#39;s (in a very limited fashion, of course).<br \/>You gain a +4 enhancement bonus to your Charisma score.<br \/>You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good; cold and fire if you are evil.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"0 ft.","target":"One weapon you hold","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You must be using your deity's favored weapon to cast this spell.\nYou may use the weapon as if you had proficiency with it even if you normally do not.\nThe weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).\nA double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.\nWhen you reach 9th caster level, the enhancement bonus of the weapon increases to +2.\nAt 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.\nThe list below includes deities from the core pantheon only, along with the five alignment components.\nIf a cleric worshiping a different deity casts this spell, the DM should assign an appropriate special property of the same power level as those listed here.","short_description":"You must be using your deity's favored weapon to cast this spell.","material_components":"0","name":"Weapon of the Deity","level":"Blackguard 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Weapon 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>Blackguard 4 \/ Cleric 4 \/ Paladin 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>0 ft.<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 must be using your deity&#39;s favored weapon to cast this spell.<br \/>You may use the weapon as if you had proficiency with it even if you normally do not.<br \/>The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).<br \/>A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.<br \/>When you reach 9th caster level, the enhancement bonus of the weapon increases to +2.<br \/>At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.<br \/>The list below includes deities from the core pantheon only, along with the five alignment components.<br \/>If a cleric worshiping a different deity casts this spell, the DM should assign an appropriate special property of the same power level as those listed here.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Your touched mount","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell causes your mount to sprout giant, feathery white wings.\nThis grants the mount a fly speed of 60 ft., with a maneuverability of good.\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":"Blackguard 4 \/ 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>Blackguard 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>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes your mount to sprout giant, feathery white wings.<br \/>This grants the mount a fly speed of 60 ft., with a maneuverability of good.<br \/>The mount is slowed as normal for weight carried, barding worn, and environmental factors.<\/p><\/p>Reference: Complete Divine<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None or Will partial; see text","spell_resistance":"Yes","description":"As you make the final spell gesture, the look in your rival's eyes gives evidence enough of the chaos rampaging through his mind.\nYou affect the subject of the spell as if by the targeted variant of dispel magic.\nAdditionally, if the subject is a spellcaster who fails a Will save, she loses one randomly determined prepared spell or spell slot from her highest level of available spells remaining.\nThis spell or spell slot is lost as if it had been cast or used for the day.\nMaterial Component: A broken eggshell.","short_description":"As you make the final spell gesture, the look in your rival's eyes gives evidence enough of the chaos...","material_components":"0","name":"Arcane Turmoil","level":"Hexblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Arcane Turmoil<\/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>Hexblade 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>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 or 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>As you make the final spell gesture, the look in your rival&#39;s eyes gives evidence enough of the chaos rampaging through his mind.<br \/>You affect the subject of the spell as if by the targeted variant of dispel magic.<br \/>Additionally, if the subject is a spellcaster who fails a Will save, she loses one randomly determined prepared spell or spell slot from her highest level of available spells remaining.<br \/>This spell or spell slot is lost as if it had been cast or used for the day.<br \/>Material Component: A broken eggshell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Your mind seems to expand as a mystical sixth sense begins observing the target area.\nThis spell functions like alarm, except that you immediately know the type and number of creatures that triggered the spell.\nThis effect applies only to creatures that cross the boundary during the round in which the spell is triggered; creatures that come afterward are not automatically detected.","short_description":"Your mind seems to expand as a mystical sixth sense begins observing the target area.","material_components":"0","name":"Attentive Alarm","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Attentive Alarm<\/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><br\/><\/td><\/tr><\/table><p>\t<p>Your mind seems to expand as a mystical sixth sense begins observing the target area.<br \/>This spell functions like alarm, except that you immediately know the type and number of creatures that triggered the spell.<br \/>This effect applies only to creatures that cross the boundary during the round in which the spell is triggered; creatures that come afterward are not automatically detected.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Your magic causes the surrounding region to vibrate briefly with a deep rumble.\nThis spell functions like alarm, although you can only set it to produce an audible result, not a mental one.\nFurthermore, an effect equivalent to a sound burst spell affects the first creature to violate the warded area (only this creature is affected, not a 10-footradius spread).","short_description":"Your magic causes the surrounding region to vibrate briefly with a deep rumble.","material_components":"0","name":"Cacophonous Alarm","level":"Bard 2","full_text":"<div><p><h5>Cacophonous Alarm<\/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 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>Your magic causes the surrounding region to vibrate briefly with a deep rumble.<br \/>This spell functions like alarm, although you can only set it to produce an audible result, not a mental one.<br \/>Furthermore, an effect equivalent to a sound burst spell affects the first creature to violate the warded area (only this creature is affected, not a 10-footradius spread).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level or until expended","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Your skin warms, and your chest fills with a rush of cool air.\nThe sensation fades as you touch your subject, transferring a spark of all the energies of magic.\nThe subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic.\nAs an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack.\nThe subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1\/2 the damage the effect would normally have caused.\nFor instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage.\nHit points in excess of the subject's normal maximum are lost.\nTaking advantage of this function ends the duration of the spell.","short_description":"Your skin warms, and your chest fills with a rush of cool air.","material_components":"0","name":"Energy Absorption","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7","full_text":"<div><p><h5>Energy 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 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>1 hour\/level or until expended<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 skin warms, and your chest fills with a rush of cool air.<br \/>The sensation fades as you touch your subject, transferring a spark of all the energies of magic.<br \/>The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic.<br \/>As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack.<br \/>The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1\/2 the damage the effect would normally have caused.<br \/>For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage.<br \/>Hit points in excess of the subject&#39;s normal maximum are lost.<br \/>Taking advantage of this function ends the duration of the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 swift action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius emanation, centered on you","duration":"1 round\/level","saving_throw":"Will partial","spell_resistance":"Yes","description":"You feel the currents of fate flow through you, tugging on the strings of chance.\n\nWhile this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell's effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.\n\n_Karmic aura_, _karmic backlash_:spells\/complete-mage--58\/karmic-backlash--767\/, and _karmic retribution_:spells\/complete-mage--58\/karmic-retribution--766\/ interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately).\n\nFor example, suppose you have all three spells active when a foe strikes you. He first attempts to save  against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if  he had failed his saves against both that spell and karmic aura. Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura. ","short_description":"You feel the currents of fate flow through you, tugging on the strings of chance.","material_components":"0","name":"Karmic Aura","level":"Hexblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Karmic 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>Hexblade 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>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>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 feel the currents of fate flow through you, tugging on the strings of chance.<\/p>\n\n\t<p>While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell&#39;s effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.<\/p>\n\n\t<p><em>Karmic aura<\/em>, <a href=\/spells\/complete-mage--58\/karmic-backlash--767\/><em>karmic backlash<\/em><\/a>, and <a href=\/spells\/complete-mage--58\/karmic-retribution--766\/><em>karmic retribution<\/em><\/a> interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately).<\/p>\n\n\t<p>For example, suppose you have all three spells active when a foe strikes you. He first attempts to save  against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if  he had failed his saves against both that spell and karmic aura. Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"By manipulating fate itself, you ensure that any who attack you suffer greatly for their insolence.\n\nThis spell functions like _karmic aura_:spells\/complete-mage--58\/karmic-aura--765\/, except that any creature that damages you and fails its Will save becomes stunned for 1 round.","short_description":"By manipulating fate itself, you ensure that any who attack you suffer greatly for their insolence.","material_components":"0","name":"Karmic Retribution","level":"Hexblade 4 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Karmic Retribution<\/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>Hexblade 4 \/ 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>By manipulating fate itself, you ensure that any who attack you suffer greatly for their insolence.<\/p>\n\n\t<p>This spell functions like <a href=\/spells\/complete-mage--58\/karmic-aura--765\/><em>karmic aura<\/em><\/a>, except that any creature that damages you and fails its Will save becomes stunned for 1 round.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Your magic influences the flow of fate, doing harm to all who would dare attack you.\n\nThis spell functions like _karmic aura_:spells\/complete-mage--58\/karmic-aura--765\/, except that any creature that damages you and fails its Will save becomes exhausted for 2 rounds.","short_description":"Your magic influences the flow of fate, doing harm to all who would dare attack you.","material_components":"0","name":"Karmic Backlash","level":"Hexblade 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Karmic Backlash<\/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>Hexblade 2 \/ Sorcerer 3 \/ Wizard 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>Your magic influences the flow of fate, doing harm to all who would dare attack you.<\/p>\n\n\t<p>This spell functions like <a href=\/spells\/complete-mage--58\/karmic-aura--765\/><em>karmic aura<\/em><\/a>, except that any creature that damages you and fails its Will save becomes exhausted for 2 rounds.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"5 rounds or until expended","saving_throw":"","spell_resistance":"","description":"Your foe's attacks mysteriously veer toward other targets.\nThis spell creates a field around you that deflects physical blows.\nThe field affects melee and ranged attacks made with natural or manufactured weapons, but not spells or magical attacks unless they are delivered with a physical touch attack.\nAnyone who aims a melee or ranged attack against you must make a Will save to overcome the spell's effect.\nIf the save fails, all attacks that individual makes against you while the spell lasts have a 50% chance to be deflected to another target instead.\nSpell resistance applies to this effect.\nIf a melee attack is deflected, the new target must be a creature both adjacent to you and within your attacker's melee reach.\nIf a ranged attack is deflected, the new target must be both adjacent to you and within your attacker's range.\nIf more than one target is available, determine which creature is attacked randomly.\nAny combat modifiers (such as cover) apply to the attack.\nA creature that has total cover against the attacker can't be selected as a target, nor can the attacker.\nIf no eligible target exists, the attack misses.\nAs an immediate action while the spell lasts, you can choose to redirect a deflected attack back at the attacker.\nYou can wait to make this decision until after you know an attack has been deflected, but you must do so before you know which creature is the target of the deflected attack.\nUsing this ability ends the spell's duration.","short_description":"Your foe's attacks mysteriously veer toward other targets.","material_components":"0","name":"Mysterious Redirection","level":"Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8","full_text":"<div><p><h5>Mysterious Redirection<\/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 8 \/ Wizard 8 \/ Wu Jen 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 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>5 rounds or until expended<br\/><\/td><\/tr><\/table><p>\t<p>Your foe&#39;s attacks mysteriously veer toward other targets.<br \/>This spell creates a field around you that deflects physical blows.<br \/>The field affects melee and ranged attacks made with natural or manufactured weapons, but not spells or magical attacks unless they are delivered with a physical touch attack.<br \/>Anyone who aims a melee or ranged attack against you must make a Will save to overcome the spell&#39;s effect.<br \/>If the save fails, all attacks that individual makes against you while the spell lasts have a 50% chance to be deflected to another target instead.<br \/>Spell resistance applies to this effect.<br \/>If a melee attack is deflected, the new target must be a creature both adjacent to you and within your attacker&#39;s melee reach.<br \/>If a ranged attack is deflected, the new target must be both adjacent to you and within your attacker&#39;s range.<br \/>If more than one target is available, determine which creature is attacked randomly.<br \/>Any combat modifiers (such as cover) apply to the attack.<br \/>A creature that has total cover against the attacker can&#39;t be selected as a target, nor can the attacker.<br \/>If no eligible target exists, the attack misses.<br \/>As an immediate action while the spell lasts, you can choose to redirect a deflected attack back at the attacker.<br \/>You can wait to make this decision until after you know an attack has been deflected, but you must do so before you know which creature is the target of the deflected attack.<br \/>Using this ability ends the spell&#39;s duration.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius emanation, centered on you","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Your skin tingles as you radiate a field of powerful magic.\nWhen you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells).\nSpells of that type are suppressed within the area of your spell.\nAnyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level.\n(Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well).\nAnyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item's caster level for the level check.\nConstant items or precast effects make this check when first exposed to your suppressing field.\nIf they succeed, they remain unaffected for the duration.\nIf they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.","short_description":"Your skin tingles as you radiate a field of powerful magic.","material_components":"0","name":"Otiluke's Supressing Field","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Otiluke's Supressing Field<\/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<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>20 ft.<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>Your skin tingles as you radiate a field of powerful magic.<br \/>When you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells).<br \/>Spells of that type are suppressed within the area of your spell.<br \/>Anyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level.<br \/>(Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well).<br \/>Anyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item&#39;s caster level for the level check.<br \/>Constant items or precast effects make this check when first exposed to your suppressing field.<br \/>If they succeed, they remain unaffected for the duration.<br \/>If they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","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 are surrounded in a flashing aura of multiple colors.\nThe prismatic aura spell obscures your image, offering you concealment.\nIn addition, any creature that hits you with a nonreach melee weapon is subject to a random prismatic effect.\nRoll 1d8 and consult the table under prismatic spray (PH 264); reroll any result of 8, since a prismatic aura can't generate two effects at once.\nEach time an effect is expended, that color disappears from the aura (reroll if it comes up again on the table).\nThus a prismatic aura can affect a maximum of seven attackers before it disappears, and the spell ends.\nAn attacker is entitled to any applicable saves, and spell resistance applies to this effect.","short_description":"You are surrounded in a flashing aura of multiple colors.","material_components":"0","name":"Prismatic Aura","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Prismatic 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 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>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 are surrounded in a flashing aura of multiple colors.<br \/>The prismatic aura spell obscures your image, offering you concealment.<br \/>In addition, any creature that hits you with a nonreach melee weapon is subject to a random prismatic effect.<br \/>Roll 1d8 and consult the table under prismatic spray (PH 264); reroll any result of 8, since a prismatic aura can&#39;t generate two effects at once.<br \/>Each time an effect is expended, that color disappears from the aura (reroll if it comes up again on the table).<br \/>Thus a prismatic aura can affect a maximum of seven attackers before it disappears, and the spell ends.<br \/>An attacker is entitled to any applicable saves, and spell resistance applies to this effect.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You create a shield of force that can push your attackers away from you.\nThis spell functions like the shield spell, except that any adjacent creature that makes a melee attack against you is also pushed 5 feet away from you after the attack is resolved.\nA successful Reflex save negates this effect, and spell resistance applies.\nYou can choose the direction of the creature's movement, as long as it ends up farther away from you than it began.\nYou can't push a creature into a space that it couldn't legally occupy (such as a wall).\nIf no legal space exists to push the creature, it is unaffected.","short_description":"You create a shield of force that can push your attackers away from you.","material_components":"0","name":"Repelling Shield","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Repelling 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>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<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 create a shield of force that can push your attackers away from you.<br \/>This spell functions like the shield spell, except that any adjacent creature that makes a melee attack against you is also pushed 5 feet away from you after the attack is resolved.<br \/>A successful Reflex save negates this effect, and spell resistance applies.<br \/>You can choose the direction of the creature&#39;s movement, as long as it ends up farther away from you than it began.<br \/>You can&#39;t push a creature into a space that it couldn&#39;t legally occupy (such as a wall).<br \/>If no legal space exists to push the creature, it is unaffected.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature or object, or 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"A wave of your hand sweeps away some of the magical effects on your target, but a surge of energy within you wants another try.\nThis spell functions as a targeted dispel magic.\nIf you cast tenacious dispelling again before the end of your next turn, the second casting can function either as a targeted or area dispel magic, and you gain a +2 bonus on dispel checks made as part of the spell.","short_description":"A wave of your hand sweeps away some of the magical effects on your target, but a surge of energy wit...","material_components":"0","name":"Tenacious Dispelling","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Tenacious Dispelling<\/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<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>No<br\/><\/td><\/tr><\/table><p>\t<p>A wave of your hand sweeps away some of the magical effects on your target, but a surge of energy within you wants another try.<br \/>This spell functions as a targeted dispel magic.<br \/>If you cast tenacious dispelling again before the end of your next turn, the second casting can function either as a targeted or area dispel magic, and you gain a +2 bonus on dispel checks made as part of the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A foul sludge seeps out of the ground, coating the area before you.\nYou cover the ground in an acidic slime, roughly the consistency of thick mud.\nThe sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement.\nIn addition, each square entered deals 1d6 points of acid damage to the creature moving.\nA creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.\nThe fumes rising out of caustic mire are flammable.\nAny effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage).","short_description":"A foul sludge seeps out of the ground, coating the area before you.","material_components":"0","name":"Caustic Mire","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Caustic Mire<\/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>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>A foul sludge seeps out of the ground, coating the area before you.<br \/>You cover the ground in an acidic slime, roughly the consistency of thick mud.<br \/>The sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement.<br \/>In addition, each square entered deals 1d6 points of acid damage to the creature moving.<br \/>A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.<br \/>The fumes rising out of caustic mire are flammable.<br \/>Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Acidic fog spreads in a 20-ft. radius, 20 ft. high","area":"","duration":"5 rounds","saving_throw":"Fortitude partial","spell_resistance":"No","description":"Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.\nYou create a bank of smoke, similar in effect to a fog cloud.\nIn addition to obscuring sight, the cloud deals 1d6 points of acid damage per round to all creatures within.\nFurthermore, its acrid fumes burn the eyes, imposing a -5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud).\nThese penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter.\nIf a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round.","short_description":"Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.","material_components":"0","name":"Caustic Smoke","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Caustic Smoke<\/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<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>Acidic fog 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>5 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>No<br\/><\/td><\/tr><\/table><p>\t<p>Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.<br \/>You create a bank of smoke, similar in effect to a fog cloud.<br \/>In addition to obscuring sight, the cloud deals 1d6 points of acid damage per round to all creatures within.<br \/>Furthermore, its acrid fumes burn the eyes, imposing a -5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud).<br \/>These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter.<br \/>If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell&#39;s save DC) or be blinded for 1 round.<\/p><\/p>Reference: Complete Mage<\/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":"Dusty webs in a 10-ft.-radius spread","area":"","duration":"1 minute\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"No","description":"You fill an area with thin, dust-laden choking strands.\nThis spell covers an area in layers of clinging filaments that resemble old, dusty cobwebs.\nUnlike a web spell, the strands of a choking cobwebs spell need not be anchored to two or more solid and diametrically opposed points, though they can be.\nUnsupported cobwebs flutter in the air as through held up by a rising current.\nThe cobwebs block sight beyond 5 feet.\nA creature within 5 feet has concealment.\nCreatures farther away have total concealment.\nEntering a square of cobwebs costs 2 squares of movement.\nA living creature that enters choking cobwebs falls into a fit of horrific coughing, making it sickened for as long as it remains in the area and for 1 round after it leaves.\nA successful Fortitude save negates the sickened effect, but the save must be repeated each round the creature enters or remains within the area.\nIf two or more choking cobwebs spells overlap the same area, the overlapping area of the two spells becomes a nearly impenetrable barrier of stands.\nIn addition to the effects described above, any creature within the overlapping area has cover against adjacent creatures, and total cover against creatures more than 5 feet away.\nEntering a square of overlapping cobwebs costs 4 squares of movement, and a living creature within this area is nauseated rather than sickened (Fortitude negates) and also takes 1d4 points of Constitution damage in each round that it is nauseated.","short_description":"You fill an area with thin, dust-laden choking strands.","material_components":"0","name":"Choking Cobwebs","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Choking Cobwebs<\/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<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>Dusty webs in a 10-ft.-radius spread<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>No<br\/><\/td><\/tr><\/table><p>\t<p>You fill an area with thin, dust-laden choking strands.<br \/>This spell covers an area in layers of clinging filaments that resemble old, dusty cobwebs.<br \/>Unlike a web spell, the strands of a choking cobwebs spell need not be anchored to two or more solid and diametrically opposed points, though they can be.<br \/>Unsupported cobwebs flutter in the air as through held up by a rising current.<br \/>The cobwebs block sight beyond 5 feet.<br \/>A creature within 5 feet has concealment.<br \/>Creatures farther away have total concealment.<br \/>Entering a square of cobwebs costs 2 squares of movement.<br \/>A living creature that enters choking cobwebs falls into a fit of horrific coughing, making it sickened for as long as it remains in the area and for 1 round after it leaves.<br \/>A successful Fortitude save negates the sickened effect, but the save must be repeated each round the creature enters or remains within the area.<br \/>If two or more choking cobwebs spells overlap the same area, the overlapping area of the two spells becomes a nearly impenetrable barrier of stands.<br \/>In addition to the effects described above, any creature within the overlapping area has cover against adjacent creatures, and total cover against creatures more than 5 feet away.<br \/>Entering a square of overlapping cobwebs costs 4 squares of movement, and a living creature within this area is nauseated rather than sickened (Fortitude negates) and also takes 1d4 points of Constitution damage in each round that it is nauseated.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"0 ft.","target":"","effect":"A thin but sturdy tree","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"At your call, a tree snakes up from the earth, in seconds growing as tall as trees that have lived for years.\nYou cause a 1-foot-diameter tree to grow in the center of any adjacent square.\nThe tree can grow as high as 10 feet per caster level (to a maximum of 50 feet).\nThe branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check.\nThe tree can grow only in soft terrain, such as dirt, soil, or sand.\nThe tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly.\nIt can't be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride.\nTreat the tree as a slender pillar (DMG 64) for terrain purposes.","short_description":"At your call, a tree snakes up from the earth, in seconds growing as tall as trees that have lived fo...","material_components":"0","name":"Climbing Tree","level":"Druid 1 \/ Ranger 1 \/ Wu Jen 1","full_text":"<div><p><h5>Climbing Tree<\/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 1 \/ Ranger 1 \/ 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 full 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>A thin but sturdy tree<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>At your call, a tree snakes up from the earth, in seconds growing as tall as trees that have lived for years.<br \/>You cause a 1-foot-diameter tree to grow in the center of any adjacent square.<br \/>The tree can grow as high as 10 feet per caster level (to a maximum of 50 feet).<br \/>The branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check.<br \/>The tree can grow only in soft terrain, such as dirt, soil, or sand.<br \/>The tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly.<br \/>It can&#39;t be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride.<br \/>Treat the tree as a slender pillar (<span class=caps>DMG<\/span> 64) for terrain purposes.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped spread","duration":"Instantaneous","saving_throw":"Reflex partial","spell_resistance":"No","description":"A rushing torrent of liquid rock bursts from the ground, washing over your foes.\nYou create a liquid landslide of molten-hot volcanic material.\nAll creatures in the area of the spell take 10d6 points of fire damage.\nAdditionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 5d6 points of fire damage per round.\nA successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.","short_description":"A rushing torrent of liquid rock bursts from the ground, washing over your foes.","material_components":"0","name":"Deadly Lahar","level":"Druid 8 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8","full_text":"<div><p><h5>Deadly Lahar<\/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>Druid 8 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 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 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 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>A rushing torrent of liquid rock bursts from the ground, washing over your foes.<br \/>You create a liquid landslide of molten-hot volcanic material.<br \/>All creatures in the area of the spell take 10d6 points of fire damage.<br \/>Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 5d6 points of fire damage per round.<br \/>A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 swift action","range":"Personal","target":"You and objects touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You whisk yourself from place to place with a word.\nFor the duration of this spell, you gain the ability to teleport yourself up to 30 feet once per round as a move action.\nYou can bring along held or carried objects, as long as their weight doesn't exceed your maximum load.\nYou can't transport other creatures except for a familiar.\nYou must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect.\nIf you don't end your teleport on a solid surface, you fall immediately.","short_description":"You whisk yourself from place to place with a word.","material_components":"0","name":"Dimension Jumper","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dimension Jumper<\/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 5 \/ 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 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>You whisk yourself from place to place with a word.<br \/>For the duration of this spell, you gain the ability to teleport yourself up to 30 feet once per round as a move action.<br \/>You can bring along held or carried objects, as long as their weight doesn&#39;t exceed your maximum load.<br \/>You can&#39;t transport other creatures except for a familiar.<br \/>You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect.<br \/>If you don&#39;t end your teleport on a solid surface, you fall immediately.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"You whisk yourself from place to place with but a thought.\nThis spell functions like dimension jumper, except that you teleport as a swift action rather than as a move action, and the range of your teleport extends to 60 feet.","short_description":"You whisk yourself from place to place with but a thought.","material_components":"0","name":"Dimension Jumper, Greater","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Dimension Jumper, 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 (Teleportation)<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>You whisk yourself from place to place with but a thought.<br \/>This spell functions like dimension jumper, except that you teleport as a swift action rather than as a move action, and the range of your teleport extends to 60 feet.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 swift action","range":"Unlimited","target":"You or your familiar","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You feel the bond between yourself and your familiar strengthen, and then the animal stands before you.\nYou instantly transport yourself to your familiar, or your familiar to you, as greater teleport.\nYou can't bring any other living creatures with you.","short_description":"You feel the bond between yourself and your familiar strengthen, and then the animal stands before yo...","material_components":"0","name":"Familiar Refuge","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Familiar Refuge<\/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>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>Unlimited<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 feel the bond between yourself and your familiar strengthen, and then the animal stands before you.<br \/>You instantly transport yourself to your familiar, or your familiar to you, as greater teleport.<br \/>You can&#39;t bring any other living creatures with you.<\/p><\/p>Reference: Complete Mage<\/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":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"With a shout, you cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.\nThe subject ignites in a burst of sulfuric fire that deals 1d6 points of damage per caster level (maximum 15d6) and causes the subject to be sickened for 5 rounds.\nA successful Fortitude save halves the damage and negates the sickening.\nMaterial Component: A pinch of brimstone.","short_description":"With a shout, you cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.","material_components":"0","name":"Fire and Brimstone","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":"<div><p><h5>Fire and Brimstone<\/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>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>With a shout, you cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.<br \/>The subject ignites in a burst of sulfuric fire that deals 1d6 points of damage per caster level (maximum 15d6) and causes the subject to be sickened for 5 rounds.<br \/>A successful Fortitude save halves the damage and negates the sickening.<br \/>Material Component: A pinch of brimstone.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 hour","range":"0 ft.","target":"One building, location, or discernible geographic area, up to a maximum area of one 10-ft. cube\/caster level","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"At your final word, the air around you hums and the region glows with a sudden flash of light.\nIt fades swiftly, but you can now feel a presence, as though the environment itself watched you.\nWith this spell, you grant the particular building or location a permanent guardian spirit.\nYou must task the spirit with a specific purpose, and that purpose must in some manner involve protecting the building or region to which it is attached.\nThe task can be very general (Slay any creature who attempts to enter!) or far more specific (Kill any goblin who tries to take the red sword down off the wall).\nThe task can't be so specific as to mention the names of individual creatures, or to require unseen knowledge such as alignments or allegiances.\nFinally, it must be simple enough to clearly convey in one or two sentences.\nIf the triggering event occurs, the genius loci manifests exactly where you cast the spell, taking the form of an elder elemental (choose air, earth, fire, or water when you cast the spell).\nIt immediately attempts to carry out the designated task.\nOnce the spell is complete, you have no special control over the spirit's actions, and if you trigger the manifestation, it attacks you just as it would anyone else.\nThe manifested spirit behaves in all ways as a normal elemental of its kind, within the parameters of the task assigned.\nIf the spirit's manifested form is slain, it is not destroyed and the spell is not broken.\nHowever, it can't manifest for 24 hours after being destroyed.\nThe only way to permanently break a genius loci spell is with a miracle,Mordenkainen's disjunction, or wish, or else to permanently defeat the guardian spirit's purpose.\nIf, for instance, the spirit was commanded to prevent a particular item from being destroyed, the destruction of that item renders its existence moot.\nWhen not actively involved in protecting its territory or following its task, the spirit shows no sign of its existence.\nWhen it manifests, the creature appears to come out of nowhere.\nAnyone viewing the building or area with detect magic sees an overwhelming aura of conjuration; true seeing reveals the spirit wandering its territory, appearing as a vague, hazy silhouette of the creature it manifests as.\nGenius loci becomes a spell of the same type as the elemental manifestation specified (air, earth, fire, or water).\nMaterial Component: A paste made up of silver, mithral, and holy water, worth a total of 3,000 gp.","short_description":"At your final word, the air around you hums and the region glows with a sudden flash of light.","material_components":"0","name":"Genius Loci","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Genius Loci<\/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>0 ft.<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>At your final word, the air around you hums and the region glows with a sudden flash of light.<br \/>It fades swiftly, but you can now feel a presence, as though the environment itself watched you.<br \/>With this spell, you grant the particular building or location a permanent &quot;guardian spirit&quot;.<br \/>You must task the spirit with a specific purpose, and that purpose must in some manner involve protecting the building or region to which it is attached.<br \/>The task can be very general (&quot;Slay any creature who attempts to enter!&quot;) or far more specific (&quot;Kill any goblin who tries to take the red sword down off the wall&quot;).<br \/>The task can&#39;t be so specific as to mention the names of individual creatures, or to require unseen knowledge such as alignments or allegiances.<br \/>Finally, it must be simple enough to clearly convey in one or two sentences.<br \/>If the triggering event occurs, the genius loci manifests exactly where you cast the spell, taking the form of an elder elemental (choose air, earth, fire, or water when you cast the spell).<br \/>It immediately attempts to carry out the designated task.<br \/>Once the spell is complete, you have no special control over the spirit&#39;s actions, and if you trigger the manifestation, it attacks you just as it would anyone else.<br \/>The manifested spirit behaves in all ways as a normal elemental of its kind, within the parameters of the task assigned.<br \/>If the spirit&#39;s manifested form is slain, it is not destroyed and the spell is not broken.<br \/>However, it can&#39;t manifest for 24 hours after being destroyed.<br \/>The only way to permanently break a genius loci spell is with a miracle,Mordenkainen&#39;s disjunction, or wish, or else to permanently defeat the guardian spirit&#39;s purpose.<br \/>If, for instance, the spirit was commanded to prevent a particular item from being destroyed, the destruction of that item renders its existence moot.<br \/>When not actively involved in protecting its territory or following its task, the spirit shows no sign of its existence.<br \/>When it manifests, the creature appears to come out of nowhere.<br \/>Anyone viewing the building or area with detect magic sees an overwhelming aura of conjuration; true seeing reveals the spirit wandering its territory, appearing as a vague, hazy silhouette of the creature it manifests as.<br \/>Genius loci becomes a spell of the same type as the elemental manifestation specified (air, earth, fire, or water).<br \/>Material Component: A paste made up of silver, mithral, and holy water, worth a total of 3,000 gp.<\/p><\/p>Reference: Complete Mage<\/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":"A great wormlike maw","area":"","duration":"1 round\/level or until escaped","saving_throw":"Reflex partial","spell_resistance":"No","description":"With a fearsome roar, an enormous wormlike mouth bursts from the earth beneath your opponent's feet, attempting to swallow him whole.\nYou conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature.\nA successful Reflex save means the creature takes only 4d6 points of damage and the spell ends.\nIf the creature fails its save, it takes 8d6 points of damage and becomes swallowed by the mouth, dragged beneath the ground.\nA creature so trapped can't act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm digests it.\nEach round on its turn, a creature trapped within the worm can take a full-round action to attempt a new Reflex save to escape.\nIf successful, the creature appears prone in its original space and the spell ends.\nAn ally in or adjacent to the creature's original space can use the aid another action to help unearth it; a successful DC 10 Strength check grants a +2 bonus on the creature's next Reflex save to escape.\nYou can place this spell's effect only on a horizontal area of dirt or stone at least 10 feet thick.\nAny creature more than 5 feet off the ground can't be affected by this spell.","short_description":"With a fearsome roar, an enormous wormlike mouth bursts from the earth beneath your opponent's feet, ...","material_components":"0","name":"Great Worm of the Earth","level":"Druid 7 \/ Wu Jen 7","full_text":"<div><p><h5>Great Worm of the Earth<\/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 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>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 great wormlike maw<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until escaped<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>With a fearsome roar, an enormous wormlike mouth bursts from the earth beneath your opponent&#39;s feet, attempting to swallow him whole.<br \/>You conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature.<br \/>A successful Reflex save means the creature takes only 4d6 points of damage and the spell ends.<br \/>If the creature fails its save, it takes 8d6 points of damage and becomes &quot;swallowed&quot; by the mouth, dragged beneath the ground.<br \/>A creature so trapped can&#39;t act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm &quot;digests&quot; it.<br \/>Each round on its turn, a creature trapped within the worm can take a full-round action to attempt a new Reflex save to escape.<br \/>If successful, the creature appears prone in its original space and the spell ends.<br \/>An ally in or adjacent to the creature&#39;s original space can use the aid another action to help unearth it; a successful DC 10 Strength check grants a +2 bonus on the creature&#39;s next Reflex save to escape.<br \/>You can place this spell&#39;s effect only on a horizontal area of dirt or stone at least 10 feet thick.<br \/>Any creature more than 5 feet off the ground can&#39;t be affected by this spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"A slick, greasy liquid seeps from the targeted object, thoroughly coating it.\nThis spell functions like grease (PH 237), but the liquid is also highly flammable.\nIf any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell's area (or subject) bursts into flame.\nThis effect deals 4d6 points of damage to anyone in the area (or holding the subject), but also ends the spell's duration.\nA successful Reflex save halves this damage.","short_description":"A slick, greasy liquid seeps from the targeted object, thoroughly coating it.","material_components":"0","name":"Incendiary Slime","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Incendiary Slime<\/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><br\/><\/td><\/tr><\/table><p>\t<p>A slick, greasy liquid seeps from the targeted object, thoroughly coating it.<br \/>This spell functions like grease (PH 237), but the liquid is also highly flammable.<br \/>If any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell&#39;s area (or subject) bursts into flame.<br \/>This effect deals 4d6 points of damage to anyone in the area (or holding the subject), but also ends the spell&#39;s duration.<br \/>A successful Reflex save halves this damage.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"Phantom bloodhound","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"You conjure a phantom hound, that can track and bring down your prey.\nThis spell functions like Mordenkainen's faithful hound,\nexcept that the phantom bloodhound created can also track a creature as if it had the Track feat.\nIts Survival modifier is equal to your caster level for this purpose, but it can't use the Survival skill for any other tasks.\nA trusted bloodhound has a land speed equal to yours, and can move at full speed without taking a penalty on Survival checks to track.\nA trusted bloodhound can't attack, provide a flank, or have any other effect on combat.\nHowever, as a standard action, you can instruct a trusted bloodhound to serve as a watchdog; in this role it functions identically to Mordenkainen's faithful hound, except that its attack bonus equals your caster level.\nYou can command a trusted bloodhound to resume its tracking again as a standard action.","short_description":"You conjure a phantom hound, that can track and bring down your prey.","material_components":"0","name":"Mordenkainen's Trusted Bloodhound","level":"Assassin 4 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Mordenkainen's Trusted 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>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ 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>Effect:<\/b><br\/><\/td><td>Phantom bloodhound<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a phantom hound, that can track and bring down your prey.<br \/>This spell functions like Mordenkainen&#39;s faithful hound,<br \/>except that the phantom bloodhound created can also track a creature as if it had the Track feat.<br \/>Its Survival modifier is equal to your caster level for this purpose, but it can&#39;t use the Survival skill for any other tasks.<br \/>A trusted bloodhound has a land speed equal to yours, and can move at full speed without taking a penalty on Survival checks to track.<br \/>A trusted bloodhound can&#39;t attack, provide a flank, or have any other effect on combat.<br \/>However, as a standard action, you can instruct a trusted bloodhound to serve as a watchdog; in this role it functions identically to Mordenkainen&#39;s faithful hound, except that its attack bonus equals your caster level.<br \/>You can command a trusted bloodhound to resume its tracking again as a standard action.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (5-ft. radius, 20 ft. high)","duration":"Instantaneous","saving_throw":"Reflex partial","spell_resistance":"No","description":"With a shout, you call down a rain of spines upon your foes, piercing their flesh and pinning them to the floor.\nYou cause a veritable storm of small, piercing metallic projectiles to rain from the air.\nThis spell deals 6d6 points of damage to each creature in the area.\nIn addition, each creature in the area is knocked prone and immobilized by spines pinning it to the floor.\nA successful Reflex save halves the damage and negates the secondary effect.\nA creature immobilized by spines is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free and end the secondary effect.","short_description":"With a shout, you call down a rain of spines upon your foes, piercing their flesh and pinning them to...","material_components":"0","name":"Rain of Spines","level":"Wu Jen 4","full_text":"<div><p><h5>Rain of Spines<\/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<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 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>With a shout, you call down a rain of spines upon your foes, piercing their flesh and pinning them to the floor.<br \/>You cause a veritable storm of small, piercing metallic projectiles to rain from the air.<br \/>This spell deals 6d6 points of damage to each creature in the area.<br \/>In addition, each creature in the area is knocked prone and immobilized by spines pinning it to the floor.<br \/>A successful Reflex save halves the damage and negates the secondary effect.<br \/>A creature immobilized by spines is considered entangled and can&#39;t move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free and end the secondary effect.<\/p><\/p>Reference: Complete Mage<\/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":"One object or 10-ft. square","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"A sticky layer of black liquid coats your target.\nThe resinous tar spell makes a solid surface sticky.\nMovement costs across the area are doubled.\nAny prone creature in the area must succeed on a DC 10 Strength check to stand up.\nThe spell can also be used to create a sticky coating on an item.\nItems not in use or in a creature's possession are always affected by this spell.\nAn object wielded or held by a creature receives a Reflex saving throw to avoid the effect.\nA creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use.\nA creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed.\nA creature wearing armor or clothing affected by this spell takes a -5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.\nResinous tar counters and dispels grease (and vice versa).\nMaterial Component: A drop of honey, molasses, or pine resin.","short_description":"A sticky layer of black liquid coats your target.","material_components":"0","name":"Resinous Tar","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Resinous Tar<\/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 \/ 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>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>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 sticky layer of black liquid coats your target.<br \/>The resinous tar spell makes a solid surface sticky.<br \/>Movement costs across the area are doubled.<br \/>Any prone creature in the area must succeed on a DC 10 Strength check to stand up.<br \/>The spell can also be used to create a sticky coating on an item.<br \/>Items not in use or in a creature&#39;s possession are always affected by this spell.<br \/>An object wielded or held by a creature receives a Reflex saving throw to avoid the effect.<br \/>A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use.<br \/>A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed.<br \/>A creature wearing armor or clothing affected by this spell takes a -5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.<br \/>Resinous tar counters and dispels grease (and vice versa).<br \/>Material Component: A drop of honey, molasses, or pine resin.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One summoned creature","effect":"","area":"","duration":"Concentration (up to 1 round\/level) + 1 round","saving_throw":"None","spell_resistance":"No","description":"With an act of will and the utterance of arcane syllables, you steal the nascent connection being formed between summoner and minion.\nYou steal control of a creature as it is being summoned.\nIf you succeed on a caster level check (DC 11 + the caster level of the summoned), you gain control over the target creature as if you had summoned it.\nYou must cast this spell immediately after the spell or spell-like ability that summoned the target resolves, before the creature takes even a single action.\nIf this spell's duration expires before the spell that summoned the creature ends, the target returns to its original master's control at that time.\nIf the original master is no longer available to control it, it becomes free-willed until its original master returns.","short_description":"With an act of will and the utterance of arcane syllables, you steal the nascent connection being for...","material_components":"0","name":"Steal Summoning","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Steal Summoning<\/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>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 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>Concentration (up to 1 round\/level) + 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>With an act of will and the utterance of arcane syllables, you steal the nascent connection being formed between summoner and minion.<br \/>You steal control of a creature as it is being summoned.<br \/>If you succeed on a caster level check (DC 11 + the caster level of the summoned), you gain control over the target creature as if you had summoned it.<br \/>You must cast this spell immediately after the spell or spell-like ability that summoned the target resolves, before the creature takes even a single action.<br \/>If this spell&#39;s duration expires before the spell that summoned the creature ends, the target returns to its original master&#39;s control at that time.<br \/>If the original master is no longer available to control it, it becomes free-willed until its original master returns.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"You flick a needle out in front of you.\nInstantly, the area is filled with a burst of thousands of tiny needles, which vanish almost as swiftly as they appear.\nCreatures in the cone take 1d4 points of damage per caster level (maximum 15d4).\nMaterial Component: A 1-inch-long metal needle.","short_description":"You flick a needle out in front of you.","material_components":"0","name":"Storm of Needles","level":"Wu Jen 4","full_text":"<div><p><h5>Storm of 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>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>30 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>You flick a needle out in front of you.<br \/>Instantly, the area is filled with a burst of thousands of tiny needles, which vanish almost as swiftly as they appear.<br \/>Creatures in the cone take 1d4 points of damage per caster level (maximum 15d4).<br \/>Material Component: A 1-inch-long metal needle.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"S","casting_time":"1 swift action","range":"0 ft.","target":"","effect":"Noncostly material component for a single spell","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"You cup your hand and the object you desire appears in your palm.\nYou conjure the material component or components for a single spell that you can cast.\nNo component you summon can be worth more than a single gold piece, and it can't be a magic item.\nSummoned components disappear when the spell duration expires, if they were not consumed in casting the spell.","short_description":"You cup your hand and the object you desire appears in your palm.","material_components":"0","name":"Summon Component","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Summon Component<\/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>Bard 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 swift 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>Noncostly material component for a single spell<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>You cup your hand and the object you desire appears in your palm.<br \/>You conjure the material component or components for a single spell that you can cast.<br \/>No component you summon can be worth more than a single gold piece, and it can&#39;t be a magic item.<br \/>Summoned components disappear when the spell duration expires, if they were not consumed in casting the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 swift action","range":"0 ft.","target":"","effect":"Nonmagical light weapon","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A weapon appears in your hand, ready for use.\nYou conjure a nonmagical light weapon sized for you.\nThe weapon is normal in every respect.\nIt can't be made of any unusual metal, nor is it masterwork.","short_description":"A weapon appears in your hand, ready for use.","material_components":"0","name":"Summon Weapon","level":"Assassin 2 \/ Bard 2","full_text":"<div><p><h5>Summon 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>Conjuration (Summoning)<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, 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>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Nonmagical light weapon<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>A weapon appears in your hand, ready for use.<br \/>You conjure a nonmagical light weapon sized for you.<br \/>The weapon is normal in every respect.<br \/>It can&#39;t be made of any unusual metal, nor is it masterwork.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing creature\/3 levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"None and Will negates (object)","spell_resistance":"No and Yes (object)","description":"You instantly analyze the field of battle, visualizing lines of power connecting you and your allies to tactically viable positions.\nWith a shout, you cause those lines to pull taut.\nThis spell instantly teleports a number of willing creatures a short distance with no chance for mishap, as greater teleport.\nEffectively, tactical teleportation lets you reposition a number of allies (including yourself, if you choose) around the battlefield.\nEach creature to be affected must be within range of you, and no creature can be transported farther away from your original position than the range allows.\nYou must have line of sight to all the intended destinations when you cast the spell.\nEach subject can bring along held or carried objects as long as their weight doesn't exceed the subject's maximum load.\nOnly objects held or in use (attended) by another individual receive saving throws and spell resistance.\nIf any subject would appear in a space occupied by another creature or a solid object, that subject is unaffected by the spell, but the rest of the effect resolves normally.","short_description":"You instantly analyze the field of battle, visualizing lines of power connecting you and your allies ...","material_components":"0","name":"Tactical Teleportation","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Tactical 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>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>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 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 analyze the field of battle, visualizing lines of power connecting you and your allies to tactically viable positions.<br \/>With a shout, you cause those lines to pull taut.<br \/>This spell instantly teleports a number of willing creatures a short distance with no chance for mishap, as greater teleport.<br \/>Effectively, tactical teleportation lets you reposition a number of allies (including yourself, if you choose) around the battlefield.<br \/>Each creature to be affected must be within range of you, and no creature can be transported farther away from your original position than the range allows.<br \/>You must have line of sight to all the intended destinations when you cast the spell.<br \/>Each subject can bring along held or carried objects as long as their weight doesn&#39;t exceed the subject&#39;s maximum load.<br \/>Only objects held or in use (attended) by another individual receive saving throws and spell resistance.<br \/>If any subject would appear in a space occupied by another creature or a solid object, that subject is unaffected by the spell, but the rest of the effect resolves normally.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Cylinder (40-ft. radius, 60 ft. high)","duration":"3 rounds (D)","saving_throw":"None","spell_resistance":"No","description":"A cylinder of roiling clouds appears, shot through with punishing winds and sheets of lightning.\nThis spell creates an enormous mass of dark clouds that provide concealment as fog cloud.\nPowerful and contrary currents of wind inside the cylinder have the effect of a wind wall spell.\nMovement within the cylinder is hampered; entering an affected square costs 2 squares of movement.\nYou can see and move normally within your own towering thunderhead spell (though your ranged attacks are hindered as much as anyone else's).\nAny sonic or electricity spell of 7th level or lower cast by a creature within a towering thunderhead is automatically\nempowered (as if affected by the Empower Spell feat, but with no adjustment to the spell's level or casting time).\nSpells already affected by Empower Spell don't gain this benefit.","short_description":"A cylinder of roiling clouds appears, shot through with punishing winds and sheets of lightning.","material_components":"0","name":"Towering Thunderhead","level":"Druid 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Towering Thunderhead<\/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 9 \/ 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>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds (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>A cylinder of roiling clouds appears, shot through with punishing winds and sheets of lightning.<br \/>This spell creates an enormous mass of dark clouds that provide concealment as fog cloud.<br \/>Powerful and contrary currents of wind inside the cylinder have the effect of a wind wall spell.<br \/>Movement within the cylinder is hampered; entering an affected square costs 2 squares of movement.<br \/>You can see and move normally within your own towering thunderhead spell (though your ranged attacks are hindered as much as anyone else&#39;s).<br \/>Any sonic or electricity spell of 7th level or lower cast by a creature within a towering thunderhead is automatically<br \/>empowered (as if affected by the Empower Spell feat, but with no adjustment to the spell&#39;s level or casting time).<br \/>Spells already affected by Empower Spell don&#39;t gain this benefit.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"A sickly black fluid dribbles from the corner of your mouth.\nYou gain the ability to create a virulent poison in your mouth.\nYou can then either spit the poison at a foe or apply it to a weapon.\nIn either case, a Fortitude save negates each instance of damage, as normal for poison.\nSpitting the poison at a foe requires a standard action and a successful ranged touch attack; the range is 30 feet.\nIn this form, the poison deals 1d3 points of Constitution damage as its initial and secondary damage.\nApplying the poison to a weapon requires a swift action (and requires you to touch the weapon).\nThis form of the poison deals 1d6 points of Constitution damage as its initial and secondary damage.\nYou can apply the poison either to a manufactured or natural weapon, including your own bite attack (if you have one).\nThe poison remains on your weapon until you make a successful attack or until the spell's duration ends, whichever comes first.\nEach dose of poison you create reduces the remaining duration of the spell by 1 minute.\nThe poison has no effect if ingested.","short_description":"A sickly black fluid dribbles from the corner of your mouth.","material_components":"0","name":"Toxic Tongue","level":"Assassin 3","full_text":"<div><p><h5>Toxic 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>Conjuration (Creation)<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<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>A sickly black fluid dribbles from the corner of your mouth.<br \/>You gain the ability to create a virulent poison in your mouth.<br \/>You can then either spit the poison at a foe or apply it to a weapon.<br \/>In either case, a Fortitude save negates each instance of damage, as normal for poison.<br \/>Spitting the poison at a foe requires a standard action and a successful ranged touch attack; the range is 30 feet.<br \/>In this form, the poison deals 1d3 points of Constitution damage as its initial and secondary damage.<br \/>Applying the poison to a weapon requires a swift action (and requires you to touch the weapon).<br \/>This form of the poison deals 1d6 points of Constitution damage as its initial and secondary damage.<br \/>You can apply the poison either to a manufactured or natural weapon, including your own bite attack (if you have one).<br \/>The poison remains on your weapon until you make a successful attack or until the spell&#39;s duration ends, whichever comes first.<br \/>Each dose of poison you create reduces the remaining duration of the spell by 1 minute.<br \/>The poison has no effect if ingested.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"1 day\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a touch, you feel the bond between you and your companion grow stronger.\nThe subject of the spell knows the direction and approximate (within 10%) distance he must travel to reach you, enabling him to find you under almost any circumstances.\nHe might not know the best route, however, since the spell does not account for obstacles.\nThe spell works at any distance and continues even if you die.\nIf you travel to a different plane, or if either you or the target enters an antimagic field or similar area, the spell is temporarily suppressed.","short_description":"With a touch, you feel the bond between you and your companion grow stronger.","material_components":"0","name":"Allied Footsteps","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Allied Footsteps<\/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 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>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 (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>With a touch, you feel the bond between you and your companion grow stronger.<br \/>The subject of the spell knows the direction and approximate (within 10%) distance he must travel to reach you, enabling him to find you under almost any circumstances.<br \/>He might not know the best route, however, since the spell does not account for obstacles.<br \/>The spell works at any distance and continues even if you die.<br \/>If you travel to a different plane, or if either you or the target enters an antimagic field or similar area, the spell is temporarily suppressed.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 level)","target":"Two willing creatures no more than 30 ft. apart","effect":"","area":"","duration":"10 minutes (D) or until expended","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"For an instant, both your companions' eyes go wide as they sense the mental link that now exists between them.\nYou allow one of the subjects to make use of the skill ranks of the other subject, in place of her own, up to a value equal to your caster level (maximum 10 ranks).\nYou must decide which skill is affected when you cast the spell, and the spell lasts for long enough to attempt a single use of that skill, up to a maximum of 10 minutes.\nThe beneficiary of the spell uses the other subject's skill ranks in place of her own but applies her own ability, racial, and other modifiers.\nThe second subject does not lose access to his skill ranks while under the effect of this spell.","short_description":"For an instant, both your companions' eyes go wide as they sense the mental link that now exists betw...","material_components":"0","name":"Combined Talent","level":"Bard 1","full_text":"<div><p><h5>Combined Talent<\/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<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 level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes (D) or until expended<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 an instant, both your companions&#39; eyes go wide as they sense the mental link that now exists between them.<br \/>You allow one of the subjects to make use of the skill ranks of the other subject, in place of her own, up to a value equal to your caster level (maximum 10 ranks).<br \/>You must decide which skill is affected when you cast the spell, and the spell lasts for long enough to attempt a single use of that skill, up to a maximum of 10 minutes.<br \/>The beneficiary of the spell uses the other subject&#39;s skill ranks in place of her own but applies her own ability, racial, and other modifiers.<br \/>The second subject does not lose access to his skill ranks while under the effect of this spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"One attack","saving_throw":"","spell_resistance":"","description":"As you complete this spell, you sense the blood rushing through your target's veins.\nThis spell guides your next attack to your foe's vital spots.\nYour next single attack roll (if it is made before the end of the next round) ignores any miss chance due to concealment.\n(In the case of a foe that has total concealment, you must still attack the correct square).\nThis even allows you to deliver a sneak attack against a foe that has concealment.","short_description":"As you complete this spell, you sense the blood rushing through your target's veins.","material_components":"0","name":"Critical Strike","level":"Assassin 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<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>One attack<br\/><\/td><\/tr><\/table><p>\t<p>As you complete this spell, you sense the blood rushing through your target&#39;s veins.<br \/>This spell guides your next attack to your foe&#39;s vital spots.<br \/>Your next single attack roll (if it is made before the end of the next round) ignores any miss chance due to concealment.<br \/>(In the case of a foe that has total concealment, you must still attack the correct square).<br \/>This even allows you to deliver a sneak attack against a foe that has concealment.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"One attack","saving_throw":"","spell_resistance":"","description":"The vital spots on your foe seem to call out to you, guiding your weapon of their own accord.\nYou gain temporary, intuitive insight into the actions and physiology of your foes.\nYour next attack (if it is made before the end of your next turn) is considered a death attack, without the need for the standard 3 rounds of observation.\nAll other rules for a death attack, such as determining success and damage dealt, apply as normal.\nIf you don't have the ability to deliver a death attack, this spell has no effect.","short_description":"The vital spots on your foe seem to call out to you, guiding your weapon of their own accord.","material_components":"0","name":"Deathsight","level":"Assassin 4","full_text":"<div><p><h5>Deathsight<\/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 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>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>One attack<br\/><\/td><\/tr><\/table><p>\t<p>The vital spots on your foe seem to call out to you, guiding your weapon of their own accord.<br \/>You gain temporary, intuitive insight into the actions and physiology of your foes.<br \/>Your next attack (if it is made before the end of your next turn) is considered a death attack, without the need for the standard 3 rounds of observation.<br \/>All other rules for a death attack, such as determining success and damage dealt, apply as normal.<br \/>If you don&#39;t have the ability to deliver a death attack, this spell has no effect.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"One object weighing up to 1 pound (see Focus, below)","effect":"","area":"","duration":"See text (D)","saving_throw":"None","spell_resistance":"No","description":"You close your eyes, and instantly the area around the chosen object comes into focus.\nYou enspell a small object to serve as a magic sensor, much like that created by clairaudience\/clairvoyance.\nOnce you have touched the object and cast the spell, you have up to 1 hour\/level to activate the magic, thus enabling you to plant the object in a location and then move to a different spot to spy on that location.\nOnce you have activated the magic--that is, once you begin actually using the magic sensor to see--the spell lasts for 1 minute\/level, or until you choose to end it.\nThis spell otherwise functions as clairvoyance.\nIf the object is moved, your sight moves with it, but the spell ends if the stone passes out of range.\nFocus: Depending on your chosen element, you must use one of the following as a focus: a stone (earth), a lump of charcoal (fire), a piece of metal (metal), a puddle of water (water), or a chunk of wood (wood).\nIn each case, the object must weigh between 1\/2 and 1 pound.\nThe focus is also the target of the spell.","short_description":"You close your eyes, and instantly the area around the chosen object comes into focus.","material_components":"0","name":"Elemental Eye","level":"Wu Jen 3","full_text":"<div><p><h5>Elemental 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>Wu Jen 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 full 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>Duration:<\/b><br\/><\/td><td>See text (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 close your eyes, and instantly the area around the chosen object comes into focus.<br \/>You enspell a small object to serve as a magic sensor, much like that created by clairaudience\/clairvoyance.<br \/>Once you have touched the object and cast the spell, you have up to 1 hour\/level to activate the magic, thus enabling you to plant the object in a location and then move to a different spot to spy on that location.<br \/>Once you have activated the magic&#8212;that is, once you begin actually using the magic sensor to see&#8212;the spell lasts for 1 minute\/level, or until you choose to end it.<br \/>This spell otherwise functions as clairvoyance.<br \/>If the object is moved, your sight moves with it, but the spell ends if the stone passes out of range.<br \/>Focus: Depending on your chosen element, you must use one of the following as a focus: a stone (earth), a lump of charcoal (fire), a piece of metal (metal), a puddle of water (water), or a chunk of wood (wood).<br \/>In each case, the object must weigh between 1\/2 and 1 pound.<br \/>The focus is also the target of the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","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 sense a sudden, empathic connection with the subject, as though you were constantly a mere step or two behind.\nYou designate a particular action when casting this spell.\nIf the subject engages in or commits that particular action during the spell's duration, you are instantly alerted of that fact, regardless of the distance between you and the subject (and even if the subject is on another plane).\nFor instance, you could command the spell to alert you if the subject casts a spell or kills someone.\nYou do not necessarily know the precise details of when or how the subject committed the designated action; you only know, instantly, that he did so.","short_description":"You sense a sudden, empathic connection with the subject, as though you were constantly a mere step o...","material_components":"0","name":"Enduring Scrutiny","level":"Assassin 3 \/ Bard 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Enduring Scrutiny<\/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 3 \/ Bard 3 \/ Paladin 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 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 sense a sudden, empathic connection with the subject, as though you were constantly a mere step or two behind.<br \/>You designate a particular action when casting this spell.<br \/>If the subject engages in or commits that particular action during the spell&#39;s duration, you are instantly alerted of that fact, regardless of the distance between you and the subject (and even if the subject is on another plane).<br \/>For instance, you could command the spell to alert you if the subject casts a spell or kills someone.<br \/>You do not necessarily know the precise details of when or how the subject committed the designated action; you only know, instantly, that he did so.<\/p><\/p>Reference: Complete Mage<\/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":"With a sudden flash of insight, you know exactly where to turn and which streets to travel.\nThis spell imparts to you the most direct route to a type of location within 1 mile.\nIn this instance, a location is defined as a particular sort of building or establishment.\nFor example, you could learn the route to the nearest tavern, temple, or blacksmith's workshop.\nYou can't obtain directions to a specific location, such as the shop of Rufus the blacksmith.\nAdditionally, the location's purpose must be publicly known.\nIf the thieves guild secretly operates out of a warehouse, you can't obtain directions to the headquarters of the thieves guild, because that is not publicly available information.","short_description":"With a sudden flash of insight, you know exactly where to turn and which streets to travel.","material_components":"0","name":"Guided Path","level":"Bard 1","full_text":"<div><p><h5>Guided Path<\/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<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>With a sudden flash of insight, you know exactly where to turn and which streets to travel.<br \/>This spell imparts to you the most direct route to a type of location within 1 mile.<br \/>In this instance, a location is defined as a particular sort of building or establishment.<br \/>For example, you could learn the route to the nearest tavern, temple, or blacksmith&#39;s workshop.<br \/>You can&#39;t obtain directions to a specific location, such as the shop of Rufus the blacksmith.<br \/>Additionally, the location&#39;s purpose must be publicly known.<br \/>If the thieves guild secretly operates out of a warehouse, you can&#39;t obtain directions to the &quot;headquarters of the thieves guild&quot;, because that is not publicly available information.<\/p><\/p>Reference: Complete Mage<\/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":"Your hands and mind warm as the flow of mystical energy strengthens within you.\nYou align your own energy with that of the magic items around you.\nYou gain a +4 insight bonus on Use Magic Device checks.\nIf you have 10 or more ranks in Use Magic Device, you can take 10 on Use Magic Device checks, even if the situation wouldn't normally allow you to do so.","short_description":"Your hands and mind warm as the flow of mystical energy strengthens within you.","material_components":"0","name":"Magic Savant","level":"Bard 2","full_text":"<div><p><h5>Magic Savant<\/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<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>Your hands and mind warm as the flow of mystical energy strengthens within you.<br \/>You align your own energy with that of the magic items around you.<br \/>You gain a +4 insight bonus on Use Magic Device checks.<br \/>If you have 10 or more ranks in Use Magic Device, you can take 10 on Use Magic Device checks, even if the situation wouldn&#39;t normally allow you to do so.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"3 rounds","saving_throw":"","spell_resistance":"","description":"The horizon seems to lurch nearer to you as your eyes attain superhuman acuity.\nYou gain a mystical insight into targets most people can barely see.\nFor the duration of the spell, you take no range penalties when using ranged weapons, though they are still limited to their normal maximum distance.","short_description":"The horizon seems to lurch nearer to you as your eyes attain superhuman acuity.","material_components":"0","name":"Near Horizon","level":"Assassin 2 \/ Ranger 2","full_text":"<div><p><h5>Near Horizon<\/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 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 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>3 rounds<br\/><\/td><\/tr><\/table><p>\t<p>The horizon seems to lurch nearer to you as your eyes attain superhuman acuity.<br \/>You gain a mystical insight into targets most people can barely see.<br \/>For the duration of the spell, you take no range penalties when using ranged weapons, though they are still limited to their normal maximum distance.<\/p><\/p>Reference: Complete Mage<\/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":"The air around you seems to glow as the currents of magic running through the world become visible to your eyes.\nYou gain a +2 insight bonus on dispel checks and caster level checks made to counterspell.\nIf you have 5 or more ranks in Spellcraft, you also automatically recognize any spell being cast, as though you had succeeded on a Spellcraft check.\nYou must have line of sight to the caster, but distance is otherwise not a factor.\nIf you have 15 or more ranks in Spellcraft, you not only recognize any spell being cast, but you also know the caster level of any spell being cast.\nAgain, you must have line of sight to the caster for this effect to function.","short_description":"The air around you seems to glow as the currents of magic running through the world become visible to...","material_components":"0","name":"Spellcaster's Bane","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Spellcaster's Bane<\/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 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>The air around you seems to glow as the currents of magic running through the world become visible to your eyes.<br \/>You gain a +2 insight bonus on dispel checks and caster level checks made to counterspell.<br \/>If you have 5 or more ranks in Spellcraft, you also automatically recognize any spell being cast, as though you had succeeded on a Spellcraft check.<br \/>You must have line of sight to the caster, but distance is otherwise not a factor.<br \/>If you have 15 or more ranks in Spellcraft, you not only recognize any spell being cast, but you also know the caster level of any spell being cast.<br \/>Again, you must have line of sight to the caster for this effect to function.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"One spell","saving_throw":"","spell_resistance":"","description":"You focus your magic deep in your sold until it becomes a torrent that must be unleashed.\nYour next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.","short_description":"You focus your magic deep in your sold until it becomes a torrent that must be unleashed.","material_components":"0","name":"True Casting","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>True Casting<\/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, 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>One spell<br\/><\/td><\/tr><\/table><p>\t<p>You focus your magic deep in your sold until it becomes a torrent that must be unleashed.<br \/>Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"12 hours or until awakened","saving_throw":"","spell_resistance":"","description":"Even as you prepare for sleep, you feel a strange alertness in the back of your mind.\nYou set a specific condition under which you automatically wake up.\nThis condition might be anything from If any Tiny or larger creature comes within 10 feet of me to When the moon is at its zenith.\nThe condition must be something that you would normally be able to observe if you were awake.\nThus, you can't set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite.\nYou awaken fully alert and ready for action.","short_description":"Even as you prepare for sleep, you feel a strange alertness in the back of your mind.","material_components":"0","name":"Vigilant Slumber","level":"Assassin 1 \/ Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Vigilant Slumber<\/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 \/ Bard 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 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>12 hours or until awakened<br\/><\/td><\/tr><\/table><p>\t<p>Even as you prepare for sleep, you feel a strange alertness in the back of your mind.<br \/>You set a specific condition under which you automatically wake up.<br \/>This condition might be anything from &quot;If any Tiny or larger creature comes within 10 feet of me&quot; to &quot;When the moon is at its zenith&quot;.<br \/>The condition must be something that you would normally be able to observe if you were awake.<br \/>Thus, you can&#39;t set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite.<br \/>You awaken fully alert and ready for action.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"One attack","saving_throw":"","spell_resistance":"","description":"You suddenly see two versions of your target, one a split second ahead of the other, allowing you to target the holes in his defenses.\nYou gain temporary, intuitive insight into the actions of your foes.\nYour next single attack roll (if it is made before the end of the next round) is considered a sneak attack, even if your foe is neither flat-footed nor flanked.\nThis spell does not allow you to sneak attack creatures normally immune to such attacks, nor does it allow you to make use of other abilities--such as certain feats--that deal ability damage, or otherwise grant you extra benefits, when you make a sneak attack.","short_description":"You suddenly see two versions of your target, one a split second ahead of the other, allowing you to ...","material_components":"0","name":"Vital Strike","level":"Assassin 3","full_text":"<div><p><h5>Vital 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 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 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>One attack<br\/><\/td><\/tr><\/table><p>\t<p>You suddenly see two versions of your target, one a split second ahead of the other, allowing you to target the holes in his defenses.<br \/>You gain temporary, intuitive insight into the actions of your foes.<br \/>Your next single attack roll (if it is made before the end of the next round) is considered a sneak attack, even if your foe is neither flat-footed nor flanked.<br \/>This spell does not allow you to sneak attack creatures normally immune to such attacks, nor does it allow you to make use of other abilities&#8212;such as certain feats&#8212;that deal ability damage, or otherwise grant you extra benefits, when you make a sneak attack.<\/p><\/p>Reference: Complete Mage<\/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","effect":"","area":"","duration":"3 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"A sudden confused look appears on your target's face as the words coining from his mouth become nonsense.\nThe subject can't make himself understood through verbal communication.\nNo matter how hard he tries, he can't speak a language, but only utters nonsense sounds.\nHis ability to write is unimpeded.\nTo cast a spell with a verbal component, the subject must succeed on a Concentration check; the DC equals this spell's save DC + level of the spell to be cast.\nIf you cast bothersome babble on a creature currently affected by a previous casting of the spell, the second spell has a different effect.\nAs long as both spells' durations last, the subject's speech is physically painful to it.\nIn any round in which the creature speaks, it takes 1d8 points of damage.\nTreat this as continuous damage for the purpose of making Concentration checks to cast spells.\nWhen the first duration ends, this secondary effect is replaced by the normal effect of the spell.","short_description":"A sudden confused look appears on your target's face as the words coining from his mouth become nonse...","material_components":"0","name":"Bothersome Babble","level":"Bard 2 \/ Hexblade 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Bothersome Babble<\/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 \/ Hexblade 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>3 rounds<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 sudden confused look appears on your target&#39;s face as the words coining from his mouth become nonsense.<br \/>The subject can&#39;t make himself understood through verbal communication.<br \/>No matter how hard he tries, he can&#39;t speak a language, but only utters nonsense sounds.<br \/>His ability to write is unimpeded.<br \/>To cast a spell with a verbal component, the subject must succeed on a Concentration check; the DC equals this spell&#39;s save DC + level of the spell to be cast.<br \/>If you cast bothersome babble on a creature currently affected by a previous casting of the spell, the second spell has a different effect.<br \/>As long as both spells&#39; durations last, the subject&#39;s speech is physically painful to it.<br \/>In any round in which the creature speaks, it takes 1d8 points of damage.<br \/>Treat this as continuous damage for the purpose of making Concentration checks to cast spells.<br \/>When the first duration ends, this secondary effect is replaced by the normal effect of the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"1 round","saving_throw":"Will partial","spell_resistance":"Yes","description":"You loose an earsplitting shriek that induces revulsion.\nYou draw upon your primal emotions to emit a stomach-churning wail.\nCreatures in the area become nauseated for 1 round; those that make successful Will saves become sickened for 1 round instead.","short_description":"You loose an earsplitting shriek that induces revulsion.","material_components":"0","name":"Caterwaul","level":"Bard 2","full_text":"<div><p><h5>Caterwaul<\/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>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>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 loose an earsplitting shriek that induces revulsion.<br \/>You draw upon your primal emotions to emit a stomach-churning wail.<br \/>Creatures in the area become nauseated for 1 round; those that make successful Will saves become sickened for 1 round instead.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"As you utter the final syllable, your foe's eyes roll up in her head.\nShe falls, snoring softly even as she hits the ground.\nYou put a single subject into a magically induced slumber that lasts indefinitely.\nNormal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately.\nThe subject can attempt a new save every 24 hours to awaken early.\nThe subject does not need to eat or drink during this time.\nMaterial Component: A pinch of black sand.","short_description":"As you utter the final syllable, your foe's eyes roll up in her head.","material_components":"0","name":"Endless Slumber","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Endless Slumber<\/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 \/ 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 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>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>As you utter the final syllable, your foe&#39;s eyes roll up in her head.<br \/>She falls, snoring softly even as she hits the ground.<br \/>You put a single subject into a magically induced slumber that lasts indefinitely.<br \/>Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately.<br \/>The subject can attempt a new save every 24 hours to awaken early.<br \/>The subject does not need to eat or drink during this time.<br \/>Material Component: A pinch of black sand.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"As you speak the arcane words, you feel the laws of reality bending around your companion, undoing his failure.\nYou grant the subject the chance to reroll a skill check.\nYou must cast this spell after the skill check has been rolled, but before success or failure has been determined.\nThe subject makes the new check immediately and must abide by the results of the second roll.\nThe subject can't take 10 or 20 on this reroll.","short_description":"As you speak the arcane words, you feel the laws of reality bending around your companion, undoing hi...","material_components":"0","name":"Immediate Assistance","level":"Bard 1","full_text":"<div><p><h5>Immediate Assistance<\/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 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>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>As you speak the arcane words, you feel the laws of reality bending around your companion, undoing his failure.<br \/>You grant the subject the chance to reroll a skill check.<br \/>You must cast this spell after the skill check has been rolled, but before success or failure has been determined.<br \/>The subject makes the new check immediately and must abide by the results of the second roll.<br \/>The subject can&#39;t take 10 or 20 on this reroll.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"1 arrow\/3 levels","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"A single arrow gleams like a star in the night, promising a deathlike slumber to its target.\nAt any time during this spell's duration, you can use a swift action to imbue an arrow that you hold with the power of slumber.\nAny creature of 15 HD or less that is dealt damage by this arrow before the end of your turn falls asleep for 1 hour.\nA successful Will save means the target becomes fatigued for 1 hour instead.\nAny arrow that doesn't deal damage to a target before your turn ends loses its magic (but can be imbued again on your next turn).\nYou can imbue one arrow for every three caster levels you have (maximum five arrows).\nMaterial Component: A few poppy seeds.","short_description":"A single arrow gleams like a star in the night, promising a deathlike slumber to its target.","material_components":"0","name":"Melf's Slumber Arrows","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Melf's Slumber Arrows<\/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 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>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 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 single arrow gleams like a star in the night, promising a deathlike slumber to its target.<br \/>At any time during this spell&#39;s duration, you can use a swift action to imbue an arrow that you hold with the power of slumber.<br \/>Any creature of 15 HD or less that is dealt damage by this arrow before the end of your turn falls asleep for 1 hour.<br \/>A successful Will save means the target becomes fatigued for 1 hour instead.<br \/>Any arrow that doesn&#39;t deal damage to a target before your turn ends loses its magic (but can be imbued again on your next turn).<br \/>You can imbue one arrow for every three caster levels you have (maximum five arrows).<br \/>Material Component: A few poppy seeds.<\/p><\/p>Reference: Complete Mage<\/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\/3 levels","saving_throw":"Will negates","spell_resistance":"Yes","description":"With seemingly no regard for his safety, your target begins moving around the battlefield.\nFor the duration of the spell, the subject must begin each of its turns by taking a move action to move at least 10 feet (provoking attacks of opportunity as normal).\nThe subject has full control over where it moves, as long as it ends up at least 10 feet from where it started.\nIf it is incapable of moving at least 10 feet with a move action--due to terrain or other obstacles--it is dazed for 1 round instead.","short_description":"With seemingly no regard for his safety, your target begins moving around the battlefield.","material_components":"0","name":"Otto's Imperative Ambulation","level":"Bard 3","full_text":"<div><p><h5>Otto's Imperative Ambulation<\/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>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<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 seemingly no regard for his safety, your target begins moving around the battlefield.<br \/>For the duration of the spell, the subject must begin each of its turns by taking a move action to move at least 10 feet (provoking attacks of opportunity as normal).<br \/>The subject has full control over where it moves, as long as it ends up at least 10 feet from where it started.<br \/>If it is incapable of moving at least 10 feet with a move action&#8212;due to terrain or other obstacles&#8212;it is dazed for 1 round instead.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"5 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"Tears pour from the subject's eyes, and his body is wracked with sobs.\nYou force the subject to cry by drawing forth the water of his tears.\nFor the duration of the spell, the subject is sickened and blinded; a successful Will save negates the effect.\nMaterial Component: A single tear.","short_description":"Tears pour from the subject's eyes, and his body is wracked with sobs.","material_components":"0","name":"Torrent of Tears","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2","full_text":"<div><p><h5>Torrent of Tears<\/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 \/ 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>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 rounds<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>Tears pour from the subject&#39;s eyes, and his body is wracked with sobs.<br \/>You force the subject to cry by drawing forth the water of his tears.<br \/>For the duration of the spell, the subject is sickened and blinded; a successful Will save negates the effect.<br \/>Material Component: A single tear.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature that has 10 hit points or fewer","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You whisper a horrific word of power that rends the soul of your subject.\nA weaker (and perhaps older) variant of the power word spells, this horrible malediction was supposedly created by the Whispered One himself, long before his ascension to godhood.\nThe subject of the spell is reduced to -9 hit points (no roll to check for becoming stable is necessary).","short_description":"You whisper a horrific word of power that rends the soul of your subject.","material_components":"0","name":"Vecna Malevolent Whisper","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Vecna Malevolent Whisper<\/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 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>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 whisper a horrific word of power that rends the soul of your subject.<br \/>A weaker (and perhaps older) variant of the power word spells, this horrible malediction was supposedly created by the Whispered One himself, long before his ascension to godhood.<br \/>The subject of the spell is reduced to -9 hit points (no roll to check for becoming stable is necessary).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"60 ft.","target":"You and all allies within 60 ft.","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Your bold shout bolsters the resolve of your allies.\nWhen you cast battlecry, you and your allies gain a burst of confidence and combat prowess.\nThe next single attack made by any affected creature gains a +5 morale bonus on the damage roll, provided the attack is made before the end of your next turn.\nThis bonus applies only to a single attack.\nIn addition, any ally who is currently under a charm, compulsion, or fear effect can attempt a new save against that effect with a +2 morale bonus.\nBattlecry also extends by 3 rounds the duration of inspire courage, inspire greatness, or inspire heroics bardic music effects currently affecting any ally.\nIf an ally is under the effect of more than one of these, all durations are extended.","short_description":"Your bold shout bolsters the resolve of your allies.","material_components":"0","name":"Battlecry","level":"Bard 4","full_text":"<div><p><h5>Battlecry<\/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 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>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>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>Your bold shout bolsters the resolve of your allies.<br \/>When you cast battlecry, you and your allies gain a burst of confidence and combat prowess.<br \/>The next single attack made by any affected creature gains a +5 morale bonus on the damage roll, provided the attack is made before the end of your next turn.<br \/>This bonus applies only to a single attack.<br \/>In addition, any ally who is currently under a charm, compulsion, or fear effect can attempt a new save against that effect with a +2 morale bonus.<br \/>Battlecry also extends by 3 rounds the duration of inspire courage, inspire greatness, or inspire heroics bardic music effects currently affecting any ally.<br \/>If an ally is under the effect of more than one of these, all durations are extended.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One Tiny hand","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes","description":"You complete the spell and blow into the leather glove.\nImmediately a blue-white, translucent hand appears next to the enemy and smacks it across the side of the head--not enough to hurt it, but hard enough to give others nearby a chance to attack.\nThis spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space.\nThe spell allows no saving throw, but a slapped creature can negate the effect with a DC 20 Concentration check.\nFocus: A leather glove.","short_description":"You complete the spell and blow into the leather glove.","material_components":"0","name":"Bigby's Slapping Hand","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Bigby's Slapping 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 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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One Tiny hand<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>You complete the spell and blow into the leather glove.<br \/>Immediately a blue-white, translucent hand appears next to the enemy and smacks it across the side of the head&#8212;not enough to hurt it, but hard enough to give others nearby a chance to attack.<br \/>This spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space.<br \/>The spell allows no saving throw, but a slapped creature can negate the effect with a DC 20 Concentration check.<br \/>Focus: A leather glove.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"See text","range":"See text","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"You channel energy into the shimmering waves of sound spell, causing them to tremble and quake with power.\nWhen you have poured enough energy into the spell, you send a thunderous blast into your foes.\nThis spell creates a cone of sonic energy that blasts your enemies.\nThe spell's strength depends on the amount of time you spend channeling energy into it.\nIf you cast channeled sound burst as a swift action, it deals 1d4 points of sonic damage per two levels in a 15-foot cone.\nIf you cast the spell as a standard action, it deals 1d6 points of sonic damage per level in a 30-foot cone.\nIf you cast channeled sound burst as a full-round action, it deals 1d8 points of sonic damage per level in a 30-foot cone.\nIf you spend 2 full rounds casting this spell, it deals 1d10 points of sonic damage per level in a 60-foot-radius spread and permanently deafens all creatures in the area that fail Fortitude saves.\nRegardless of how long you spend casting this spell, it can't deal more than 10 dice of damage.\nWhen you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed.\nYou do not need to declare ahead of time how long you want to spend casting the spell.","short_description":"You channel energy into the shimmering waves of sound spell, causing them to tremble and quake with p...","material_components":"0","name":"Channeled Sound Blast","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Channeled Sound Blast<\/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 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>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>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 channel energy into the shimmering waves of sound spell, causing them to tremble and quake with power.<br \/>When you have poured enough energy into the spell, you send a thunderous blast into your foes.<br \/>This spell creates a cone of sonic energy that blasts your enemies.<br \/>The spell&#39;s strength depends on the amount of time you spend channeling energy into it.<br \/>If you cast channeled sound burst as a swift action, it deals 1d4 points of sonic damage per two levels in a 15-foot cone.<br \/>If you cast the spell as a standard action, it deals 1d6 points of sonic damage per level in a 30-foot cone.<br \/>If you cast channeled sound burst as a full-round action, it deals 1d8 points of sonic damage per level in a 30-foot cone.<br \/>If you spend 2 full rounds casting this spell, it deals 1d10 points of sonic damage per level in a 60-foot-radius spread and permanently deafens all creatures in the area that fail Fortitude saves.<br \/>Regardless of how long you spend casting this spell, it can&#39;t deal more than 10 dice of damage.<br \/>When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed.<br \/>You do not need to declare ahead of time how long you want to spend casting the spell.<\/p><\/p>Reference: Complete Mage 99<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"A ring of blades swirling around you","area":"","duration":"1 minute\/level (D) or until expended","saving_throw":"None","spell_resistance":"No or Yes; see text","description":"A ring of flashing blades, composed entirely of glowing blue force, spins around you in a whirling dance of death.\nYou surround yourself with a ring of spinning force blades.\nThis spell creates one blade per three caster levels, up to a maximum of six blades at 18th level.\nYou gain a shield bonus to AC equal to the number of blades that circle you.\nThis bonus applies against incorporeal touch attacks, since it is a force effect.\nEvery round, as a move action, you can direct one of the blades to break off and strike any target within 30 feet.\nThe blade strikes unerringly, requiring no attack roll, and deals 2d6 points of damage (even to incorporeal creatures) before disappearing.\nSpell resistance applies against this effect.\nLaunching a blade in this fashion reduces your shield bonus accordingly.\nAny creature that grapples you is automatically struck by all the blades that still encircle you, which deal damage as normal but then disappear as though you had voluntarily launched them.","short_description":"A ring of flashing blades, composed entirely of glowing blue force, spins around you in a whirling da...","material_components":"0","name":"Coat of Arms","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Coat of Arms<\/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<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>A ring of blades swirling around you<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D) or until expended<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 or Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>A ring of flashing blades, composed entirely of glowing blue force, spins around you in a whirling dance of death.<br \/>You surround yourself with a ring of spinning force blades.<br \/>This spell creates one blade per three caster levels, up to a maximum of six blades at 18th level.<br \/>You gain a shield bonus to AC equal to the number of blades that circle you.<br \/>This bonus applies against incorporeal touch attacks, since it is a force effect.<br \/>Every round, as a move action, you can direct one of the blades to break off and strike any target within 30 feet.<br \/>The blade strikes unerringly, requiring no attack roll, and deals 2d6 points of damage (even to incorporeal creatures) before disappearing.<br \/>Spell resistance applies against this effect.<br \/>Launching a blade in this fashion reduces your shield bonus accordingly.<br \/>Any creature that grapples you is automatically struck by all the blades that still encircle you, which deal damage as normal but then disappear as though you had voluntarily launched them.<\/p><\/p>Reference: Complete Mage<\/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":"1 round\/level (D)","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"A globe of brilliant radiance erupts silently, as though the light of dawn had arisen.\nAll creatures in the area glow with light equivalent to a torch for the duration of the spell, making hiding difficult and even revealing the location of invisible creatures.\n(Invisible creatures are still considered to have concealment).\nIn addition, undead and creatures within the area that have light sensitivity or light blindness take 1d6 points of damage, +1 point of damage per caster level (maximum +5).\nA successful Reflex save halves this damage.","short_description":"A globe of brilliant radiance erupts silently, as though the light of dawn had arisen.","material_components":"0","name":"Dawn Burst","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Dawn 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 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>1 round\/level (D)<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A globe of brilliant radiance erupts silently, as though the light of dawn had arisen.<br \/>All creatures in the area glow with light equivalent to a torch for the duration of the spell, making hiding difficult and even revealing the location of invisible creatures.<br \/>(Invisible creatures are still considered to have concealment).<br \/>In addition, undead and creatures within the area that have light sensitivity or light blindness take 1d6 points of damage, +1 point of damage per caster level (maximum +5).<br \/>A successful Reflex save halves this damage.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One creature\/level, no two of which are more than 60 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Beams of desiccating heat lance into your foes, scorching their flesh and draining their vitality.\nThis spell creates waves of overwhelming heat that deal 1d6 points of fire damage per caster level, maximum 25d6.\nUndead and plants take +50% damage.\nAny living creature damaged by this spell becomes fatigued.\nA successful Fortitude save halves the damage and negates the fatigue.\nIf you cast this spell in any locale where the temperature exceeds 90 degrees Fahrenheit, the spell instead deals 1d8 points of fire damage per caster level (maximum 25d8) and makes living creatures exhausted.\nA successful Fortitude save halves the damage and negates the exhaustion.","short_description":"Beams of desiccating heat lance into your foes, scorching their flesh and draining their vitality.","material_components":"0","name":"Deadly Sunstroke","level":"Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9","full_text":"<div><p><h5>Deadly Sunstroke<\/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 \/ 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>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<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>Beams of desiccating heat lance into your foes, scorching their flesh and draining their vitality.<br \/>This spell creates waves of overwhelming heat that deal 1d6 points of fire damage per caster level, maximum 25d6.<br \/>Undead and plants take +50% damage.<br \/>Any living creature damaged by this spell becomes fatigued.<br \/>A successful Fortitude save halves the damage and negates the fatigue.<br \/>If you cast this spell in any locale where the temperature exceeds 90 degrees Fahrenheit, the spell instead deals 1d8 points of fire damage per caster level (maximum 25d8) and makes living creatures exhausted.<br \/>A successful Fortitude save halves the damage and negates the exhaustion.<\/p><\/p>Reference: Complete Mage<\/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":"Fortitude partial","spell_resistance":"Yes","description":"A deafening blast of sound, louder than thunder and more piercing that the shrieks of the damned, erupts where you point.\nAll creatures in the area are permanently deafened.\nA successful Fortitude save reduces the duration of the deafness to 1 round.\nIf a subject is already under the effect of painful echoes (page 112) when attacked by deafening blast, the two spells interact to create a greater effect.\nIn addition to being deafened on a failed save, the subject is stunned for 1 round.","short_description":"A deafening blast of sound, louder than thunder and more piercing that the shrieks of the damned, eru...","material_components":"0","name":"Deafening Blast","level":"Bard 3","full_text":"<div><p><h5>Deafening Blast<\/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>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>A deafening blast of sound, louder than thunder and more piercing that the shrieks of the damned, erupts where you point.<br \/>All creatures in the area are permanently deafened.<br \/>A successful Fortitude save reduces the duration of the deafness to 1 round.<br \/>If a subject is already under the effect of painful echoes (page 112) when attacked by deafening blast, the two spells interact to create a greater effect.<br \/>In addition to being deafened on a failed save, the subject is stunned for 1 round.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The object begins to glow with a phosphorescent white light.\nYour companions' faces are illuminated, but they cast no shadows on the surrounding walls.\nGhost lantern causes an object to glow like a torch, shedding bright illumination in a 20-foot radius (and shadowy illumination for an additional 20 feet) from the point you touch.\nUnlike normal light spells, this light is only visible to you and a number of specifically designated creatures equal to one per three caster levels (maximum five).\nThese creatures must be within 10 feet of you when you cast the spell but can later move as far apart as they want.\nNo others can see the ghost lantern; it has no effect on them, and they are affected by other ambient light conditions as normal.\nEffectively, this spell allows you and your chosen companions to see in the dark.\nMaterial Component: A bit of phosphorescent fungus.","short_description":"The object begins to glow with a phosphorescent white light.","material_components":"0","name":"Ghost Lantern","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ghost Lantern<\/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, 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 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>The object begins to glow with a phosphorescent white light.<br \/>Your companions&#39; faces are illuminated, but they cast no shadows on the surrounding walls.<br \/>Ghost lantern causes an object to glow like a torch, shedding bright illumination in a 20-foot radius (and shadowy illumination for an additional 20 feet) from the point you touch.<br \/>Unlike normal light spells, this light is only visible to you and a number of specifically designated creatures equal to one per three caster levels (maximum five).<br \/>These creatures must be within 10 feet of you when you cast the spell but can later move as far apart as they want.<br \/>No others can see the ghost lantern; it has no effect on them, and they are affected by other ambient light conditions as normal.<br \/>Effectively, this spell allows you and your chosen companions to see in the dark.<br \/>Material Component: A bit of phosphorescent fungus.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"No sooner has the blast of fire burst forth from your hands than you feel it building within you again.\nThis spell deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in the area.\nIf you cast incendiary surge again before the end of your next turn, the second casting deals 1d8 points of damage per caster level (maximum 10d8), and you gain a +2 bonus on any caster level checks made to overcome spell resistance with that casting of the spell.","short_description":"No sooner has the blast of fire burst forth from your hands than you feel it building within you agai...","material_components":"0","name":"Incendiary Surge","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Incendiary Surge<\/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>30 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>No sooner has the blast of fire burst forth from your hands than you feel it building within you again.<br \/>This spell deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in the area.<br \/>If you cast incendiary surge again before the end of your next turn, the second casting deals 1d8 points of damage per caster level (maximum 10d8), and you gain a +2 bonus on any caster level checks made to overcome spell resistance with that casting of the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"30-ft. line","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger.\nYou release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area.\nThe jet begins at your fingertips.\nThe jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.","short_description":"Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger....","material_components":"0","name":"Jet of Steam","level":"Sorcerer 1 \/ Wizard 1 \/ Wu Jen 1","full_text":"<div><p><h5>Jet of Steam<\/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 1 \/ Wizard 1 \/ 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>30 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>Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger.<br \/>You release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area.<br \/>The jet begins at your fingertips.<br \/>The jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft. or 30 ft.; see text","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Effect or Area: One whip or 30-ft. line\nDuration: 1 round\/level or until exhausted\nSaving Throw: None or Reflex partial\nSpell Resistance: Yes\nThe air around you begins to thrash and churn with invisible forces.\nThis spell brings into being an invisible, whiplike tendril of force.\nAs an immediate action, you can command the lash to strike any creature within 10 feet of you.\nThe lash strikes automatically and deals 5d6 points of damage.\nYou must be able to see the target to be struck, but the lash otherwise ignores concealment.\nAs a force effect, it can even strike incorporeal or ethereal creatures.\nAt any point during the spell's duration, you can use a standard action to unleash a single 30-foot line of force that deals 15d6 points of damage and knocks prone any creatures in its area.\nA successful Reflex save halves the damage and prevents the creature from being knocked prone.\nThis effect instantly ends the spell's duration.","short_description":"Effect or Area: One whip or 30-ft.","material_components":"0","name":"Lash of Force","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Lash 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 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>10 ft. or 30 ft.; see text<br\/><\/td><\/tr><\/table><p>\t<p>Effect or Area: One whip or 30-ft. line<br \/>Duration: 1 round\/level or until exhausted<br \/>Saving Throw: None or Reflex partial<br \/>Spell Resistance: Yes<br \/>The air around you begins to thrash and churn with invisible forces.<br \/>This spell brings into being an invisible, whiplike tendril of force.<br \/>As an immediate action, you can command the lash to strike any creature within 10 feet of you.<br \/>The lash strikes automatically and deals 5d6 points of damage.<br \/>You must be able to see the target to be struck, but the lash otherwise ignores concealment.<br \/>As a force effect, it can even strike incorporeal or ethereal creatures.<br \/>At any point during the spell&#39;s duration, you can use a standard action to unleash a single 30-foot line of force that deals 15d6 points of damage and knocks prone any creatures in its area.<br \/>A successful Reflex save halves the damage and prevents the creature from being knocked prone.<br \/>This effect instantly ends the spell&#39;s duration.<\/p><\/p>Reference: Complete Mage<\/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 spread","duration":"3 rounds","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A burst of flame erupts before you, raising the temperature of the area to scorching levels.\nThis spell functions like fireball, except that the area remains filled with fire for the spell's entire duration.\nAny creature within or entering the area takes 1d6 points of fire damage per caster level (maximum 15d6); a successful Reflex save halves this damage.\nMaterial Component: A pinch of sulfur and a length of copper wire.","short_description":"A burst of flame erupts before you, raising the temperature of the area to scorching levels.","material_components":"0","name":"Lingering Flames","level":"Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6","full_text":"<div><p><h5>Lingering Flames<\/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 \/ 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 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>3 rounds<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 burst of flame erupts before you, raising the temperature of the area to scorching levels.<br \/>This spell functions like fireball, except that the area remains filled with fire for the spell&#39;s entire duration.<br \/>Any creature within or entering the area takes 1d6 points of fire damage per caster level (maximum 15d6); a successful Reflex save halves this damage.<br \/>Material Component: A pinch of sulfur and a length of copper wire.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"5 rounds","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"A swarm of shimmering motes streams from your fingers and engulfs your target.\nYou create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its vision.\nIf the target relies on sight, all its attacks have a 20% miss chance while the motes last.\nThe motes also deal 1d6 points of damage each round.\nThe target can attempt a Reflex save each round to avoid the damage.\nIf a subject under the effects of luminous swarm is targeted by fever dream (page 104), the two spells interact to create a greater effect.\nSee the fever dream spell for details.","short_description":"A swarm of shimmering motes streams from your fingers and engulfs your target.","material_components":"0","name":"Luminous Swarm","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Luminous 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>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>Duration:<\/b><br\/><\/td><td>5 rounds<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A swarm of shimmering motes streams from your fingers and engulfs your target.<br \/>You create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its vision.<br \/>If the target relies on sight, all its attacks have a 20% miss chance while the motes last.<br \/>The motes also deal 1d6 points of damage each round.<br \/>The target can attempt a Reflex save each round to avoid the damage.<br \/>If a subject under the effects of luminous swarm is targeted by fever dream (page 104), the two spells interact to create a greater effect.<br \/>See the fever dream spell for details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature\/4 levels, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Your shout seems to echo into eternity, causing your foes to twitch and writhe as the reverberations pummel them internally.\nYou set up painful vibrations within your subjects.\nEach round, the spell deals 1d4 points of sonic damage and sickens each subject for 1 round.\nA successful Fortitude save negates the damage and the sickening effect for that round, but the subject must continue to save every round until the duration expires.\nCreatures that are immune to extra damage from critical hits are immune to the sickening effect.\nIf a subject under the effect of painful echoes is affected by deafening blast (see page 101) or resonating agony (see page 115), the two spells interact to create a greater effect.\nSee the deafening blast and resonating agony spells for details.","short_description":"Your shout seems to echo into eternity, causing your foes to twitch and writhe as the reverberations ...","material_components":"0","name":"Painful Echoes","level":"Bard 2","full_text":"<div><p><h5>Painful Echoes<\/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, 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 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>Your shout seems to echo into eternity, causing your foes to twitch and writhe as the reverberations pummel them internally.<br \/>You set up painful vibrations within your subjects.<br \/>Each round, the spell deals 1d4 points of sonic damage and sickens each subject for 1 round.<br \/>A successful Fortitude save negates the damage and the sickening effect for that round, but the subject must continue to save every round until the duration expires.<br \/>Creatures that are immune to extra damage from critical hits are immune to the sickening effect.<br \/>If a subject under the effect of painful echoes is affected by deafening blast (see page 101) or resonating agony (see page 115), the two spells interact to create a greater effect.<br \/>See the deafening blast and resonating agony spells for details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"A longbow made up of swirling, prismatic colors","area":"","duration":"1 minute\/level or until discharged","saving_throw":"See text","spell_resistance":"Yes","description":"A glittering, flashing longbow, containing every hue of the rainbow, appears in your hands.\nA prismatic bow functions as a +1 longbow; in addition, once per round you can choose to imbue an arrow shot from it with one of the seven colors of the bow, chosen from the list of colors created by prismatic spray (PH 264).\nIn addition to its normal effect, the arrow has the same effect as the corresponding beam from prismatic spray (including blindness for 2d4 rounds if the target has 8 HD or fewer).\nSaves and spell resistance apply to this effect as normal for prismatic spray.\nOnce you fire an arrow, the corresponding color disappears from the bow, and you can't select that color again during this particular casting of the spell.\nWhen the duration ends or when you have used the effects of all seven colors, the bow vanishes.\nYou are automatically considered proficient with a prismatic bow.\nNo one else can use your prismatic bow, though you need not carry it at all times (you can stow it, drop it, or even hand it to another character to hold).\nIf you cast this spell a second time while a previous version is still in effect, the first prismatic bows duration ends.","short_description":"A glittering, flashing longbow, containing every hue of the rainbow, appears in your hands.","material_components":"0","name":"Prismatic Bow","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Prismatic Bow<\/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<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>A longbow made up of swirling, prismatic colors<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until discharged<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 glittering, flashing longbow, containing every hue of the rainbow, appears in your hands.<br \/>A prismatic bow functions as a +1 longbow; in addition, once per round you can choose to imbue an arrow shot from it with one of the seven colors of the bow, chosen from the list of colors created by prismatic spray (PH 264).<br \/>In addition to its normal effect, the arrow has the same effect as the corresponding beam from prismatic spray (including blindness for 2d4 rounds if the target has 8 HD or fewer).<br \/>Saves and spell resistance apply to this effect as normal for prismatic spray.<br \/>Once you fire an arrow, the corresponding color disappears from the bow, and you can&#39;t select that color again during this particular casting of the spell.<br \/>When the duration ends or when you have used the effects of all seven colors, the bow vanishes.<br \/>You are automatically considered proficient with a prismatic bow.<br \/>No one else can use your prismatic bow, though you need not carry it at all times (you can stow it, drop it, or even hand it to another character to hold).<br \/>If you cast this spell a second time while a previous version is still in effect, the first prismatic bows duration ends.<\/p><\/p>Reference: Complete Mage<\/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, 80-ft. high)","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.\nThis spell produces a column of colors resembling the end of a rainbow.\nEvery creature in the area is affected as though by the prismatic spray spell (PH 264): blinded for 2d4 rounds if 8 HD or fewer, and you roll 1d8 on the prismatic spray table to see what color affects which target.","short_description":"In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.","material_components":"0","name":"Prismatic Deluge","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Prismatic Deluge<\/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<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.<br \/>This spell produces a column of colors resembling the end of a rainbow.<br \/>Every creature in the area is affected as though by the prismatic spray spell (PH 264): blinded for 2d4 rounds if 8 HD or fewer, and you roll 1d8 on the prismatic spray table to see what color affects which target.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"At your touch, a dull rumble courses through the body of your foe, shaking apart his mind and body from within.\nYou make a touch attack to set up agonizing vibrations within the body of the target.\nIf you hit, the target is nauseated for the duration of the spell.\nEach round on its turn it can attempt a Fortitude save to lessen this effect to sickened for that round.\nA subject under the effect of painful echoes (page 112) takes 1 point of Constitution damage each time it fails a Fortitude save against resonating agony.","short_description":"At your touch, a dull rumble courses through the body of your foe, shaking apart his mind and body fr...","material_components":"0","name":"Resonating Agony","level":"Bard 6","full_text":"<div><p><h5>Resonating Agony<\/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<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 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>At your touch, a dull rumble courses through the body of your foe, shaking apart his mind and body from within.<br \/>You make a touch attack to set up agonizing vibrations within the body of the target.<br \/>If you hit, the target is nauseated for the duration of the spell.<br \/>Each round on its turn it can attempt a Fortitude save to lessen this effect to sickened for that round.<br \/>A subject under the effect of painful echoes (page 112) takes 1 point of Constitution damage each time it fails a Fortitude save against resonating agony.<\/p><\/p>Reference: Complete Mage<\/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":"5 rounds (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Waves of sound crash continuously upon the ears of those in the area.\nYou fill the area with discordant crashes of sonic energy that deal 4d6 points of sonic damage per round to creatures within the area.\nFurthermore, any creature within or entering the area becomes deafened as long as it remains within and for 1 round thereafter.\nA successful Fortitude save halves the damage and negates the deafened effect.\nThe clamorous sound in the area also interferes with all sonic spells and effects.\nAny such spell or effect has only a 50% chance to affect a creature within the area of resounding thunder.","short_description":"Waves of sound crash continuously upon the ears of those in the area.","material_components":"0","name":"Resounding Thunder","level":"Bard 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Resounding Thunder<\/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 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 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>5 rounds (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>Waves of sound crash continuously upon the ears of those in the area.<br \/>You fill the area with discordant crashes of sonic energy that deal 4d6 points of sonic damage per round to creatures within the area.<br \/>Furthermore, any creature within or entering the area becomes deafened as long as it remains within and for 1 round thereafter.<br \/>A successful Fortitude save halves the damage and negates the deafened effect.<br \/>The clamorous sound in the area also interferes with all sonic spells and effects.<br \/>Any such spell or effect has only a 50% chance to affect a creature within the area of resounding thunder.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Cylinder (20-ft. radius, 40 ft. high)","duration":"1 round","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.\nA shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area.\nThe cylinder provides concealment similar to fog cloud and also applies a -4 penalty on Listen checks made within the area.\nMovement costs within the area of the spell are doubled.\nAt the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).","short_description":"You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.","material_components":"0","name":"Storm of Fire and Ice","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6","full_text":"<div><p><h5>Storm of Fire and Ice<\/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 6 \/ 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<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<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 bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.<br \/>A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area.<br \/>The cylinder provides concealment similar to fog cloud and also applies a -4 penalty on Listen checks made within the area.<br \/>Movement costs within the area of the spell are doubled.<br \/>At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or object (up to 1 cu. ft.\/level) touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Will negates (harmless, object) or Will disbelief (if interacted with, everyone else)","spell_resistance":"Yes (harmless)","description":"After an instant to lock the appropriate image in your mind, your touch brings it to life, spreading a new image across the canvas of reality.\nDeceptive facade allows you to alter the appearance of another being or object.\nWhen cast on another creature, it functions as disguise self,\nexcept that it can affect a target other than yourself.\nWhen cast on an inanimate object or a structure, the spell allows you to alter the object's visible characteristics.\nYou might change its color, make it appear to be made of a different material or substance, increase or decrease its apparent size by up to 10 percent, or modify other cosmetic details.\nDeceptive facade does not alter any other sensory properties of the target.\nA creature that interacts with the glamer can make a Will save to recognize the illusion, just as with disguise self.","short_description":"After an instant to lock the appropriate image in your mind, your touch brings it to life, spreading ...","material_components":"0","name":"Deceptive Facade","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Deceptive Facade<\/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>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>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 negates (harmless, object) or Will disbelief (if interacted with, everyone else)<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>After an instant to lock the appropriate image in your mind, your touch brings it to life, spreading a new image across the canvas of reality.<br \/>Deceptive facade allows you to alter the appearance of another being or object.<br \/>When cast on another creature, it functions as disguise self,<br \/>except that it can affect a target other than yourself.<br \/>When cast on an inanimate object or a structure, the spell allows you to alter the object&#39;s visible characteristics.<br \/>You might change its color, make it appear to be made of a different material or substance, increase or decrease its apparent size by up to 10 percent, or modify other cosmetic details.<br \/>Deceptive facade does not alter any other sensory properties of the target.<br \/>A creature that interacts with the glamer can make a Will save to recognize the illusion, just as with disguise self.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"S, M","casting_time":"1 standard action","range":"Touch","target":"You plus one creature touched\/4 levels","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless, target) or Will disbelief (if interacted with, everyone else)","spell_resistance":"Yes (harmless)","description":"You understand your companions clearly enough, but judging by the expressions of those around you, nobody else knows what is actually being said.\nThe subjects of the spell can speak about anything they like, but to everyone else, they sound like they are holding a mundane conversation about the weather, the taste of the food, local politics, and similarly banal topics.\nThe illusion also modifies facial expressions and mouth movements to match the illusory words spoken.\nAnyone who spends at least 1 full round studying the conversation is allowed a Will save to disbelieve the illusion.\nSubjects of the spell know the gist of what the illusory voices talked about during the duration--that is, they know the topics covered--but not the precise phrases or details.\nMaterial Component: The tongue of a snake.","short_description":"You understand your companions clearly enough, but judging by the expressions of those around you, no...","material_components":"0","name":"Doublespeak","level":"Bard 2","full_text":"<div><p><h5>Doublespeak<\/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>Bard 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>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, target) or Will disbelief (if interacted with, everyone else)<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 understand your companions clearly enough, but judging by the expressions of those around you, nobody else knows what is actually being said.<br \/>The subjects of the spell can speak about anything they like, but to everyone else, they sound like they are holding a mundane conversation about the weather, the taste of the food, local politics, and similarly banal topics.<br \/>The illusion also modifies facial expressions and mouth movements to match the illusory words spoken.<br \/>Anyone who spends at least 1 full round studying the conversation is allowed a Will save to disbelieve the illusion.<br \/>Subjects of the spell know the gist of what the illusory voices talked about during the duration&#8212;that is, they know the topics covered&#8212;but not the precise phrases or details.<br \/>Material Component: The tongue of a snake.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your subject takes on a shifty, dishonest demeanor.\nFalse lie causes the subject to appear dishonest and deceptive.\nSense Motive checks made against the subject take a -10 penalty, and any failure convinces the observer that the subject is lying, even if she is not.\nAnyone who casts a spell that reveals lies (such as discern lie)\ncan attempt a caster level check (DC 11 + your caster level); if this fails, the spell registers the individual as lying even when she is not.\nMaterial Component: A serpent's tongue.","short_description":"Your subject takes on a shifty, dishonest demeanor.","material_components":"0","name":"False Lie","level":"Bard 2","full_text":"<div><p><h5>False Lie<\/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>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>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>Your subject takes on a shifty, dishonest demeanor.<br \/>False lie causes the subject to appear dishonest and deceptive.<br \/>Sense Motive checks made against the subject take a -10 penalty, and any failure convinces the observer that the subject is lying, even if she is not.<br \/>Anyone who casts a spell that reveals lies (such as discern lie)<br \/>can attempt a caster level check (DC 11 + your caster level); if this fails, the spell registers the individual as lying even when she is not.<br \/>Material Component: A serpent&#39;s tongue.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"5 rounds (D) + 1 round","saving_throw":"Will disbelief (if interacted with), then Fortitude partial","spell_resistance":"Yes","description":"Your subject breaks out in a cold sweat as a burning fever sinks into its mind.\nA creature subjected to this spell feels a spiking fever accompanied by vertigo and a phantasmagoric confusion of the senses.\nThe target first gets a Will save to recognize the dream as unreal.\nIf that save fails, the creature becomes exhausted while the spell lasts.\nA successful Fortitude save lessens the condition to fatigued.\nRegardless of the outcome of the Fortitude save, the subject has difficulty focusing its mind on spellcasting.\nEach time it attempts to cast, concentrate on, or direct a spell, it must first succeed on a Concentration check (DC equal to this spell's save DC + the level of the spell being used).\nWhen this spell ends (whether because its duration ends, you dismiss it, or it is dispelled), the subject is confused for 1 round afterward.\nIf the subject of fever dream is already under the effect of a luminous swarm spell (see page 110), the Will save DC of this spell (as well as the DC for Concentration checks required by this spell) increases by 2.\nIf the subject of fever dream is already under the effect of a prickling torment spell (see page 113), the Fortitude save DC of this spell increases by 2.","short_description":"Your subject breaks out in a cold sweat as a burning fever sinks into its mind.","material_components":"0","name":"Fever Dream","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Fever Dream<\/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 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>5 rounds (D) + 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with), then 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>Your subject breaks out in a cold sweat as a burning fever sinks into its mind.<br \/>A creature subjected to this spell feels a spiking fever accompanied by vertigo and a phantasmagoric confusion of the senses.<br \/>The target first gets a Will save to recognize the dream as unreal.<br \/>If that save fails, the creature becomes exhausted while the spell lasts.<br \/>A successful Fortitude save lessens the condition to fatigued.<br \/>Regardless of the outcome of the Fortitude save, the subject has difficulty focusing its mind on spellcasting.<br \/>Each time it attempts to cast, concentrate on, or direct a spell, it must first succeed on a Concentration check (DC equal to this spell&#39;s save DC + the level of the spell being used).<br \/>When this spell ends (whether because its duration ends, you dismiss it, or it is dispelled), the subject is confused for 1 round afterward.<br \/>If the subject of fever dream is already under the effect of a luminous swarm spell (see page 110), the Will save DC of this spell (as well as the DC for Concentration checks required by this spell) increases by 2.<br \/>If the subject of fever dream is already under the effect of a prickling torment spell (see page 113), the Fortitude save DC of this spell increases by 2.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","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\/3 levels; see text","saving_throw":"Will disbelief, then Fortitude negates","spell_resistance":"Yes","description":"In the mind of your victim, the hood of a king cobra spreads from your head, neck, and back, your eyes become those of a great serpent, and dripping fangs sprout from your jaws.\nThe subject perceives that you have grown serpentine features, including a cobra's hood, a snake's slitted eyes, and venomous fangs.\nA successful Will save allows him to recognize the illusion as unreal, which ends the spell's effect.\nHowever, if the Will save fails, the subject is shaken for as long as he can see you.\nClosing his eyes negates this effect but also effectively blinds him.\nIn addition, if you make a successful melee touch attack (a standard action) against the target while the spell's duration lasts, he believes that he has been bitten by a venomous serpent and takes 1d6 points of Constitution damage (Fortitude negates).\nUnlike normal poison, this attack has no secondary damage, though you can continue to bite the subject each round.\nImmunity or resistance to poison applies normally against this effect, even though it isn't real poison (the subject and his body both believe it to be real).","short_description":"In the mind of your victim, the hood of a king cobra spreads from your head, neck, and back, your eye...","material_components":"0","name":"Hood of the Cobra","level":"Hexblade 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Hood of the Cobra<\/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>Hexblade 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 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\/3 levels; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief, then 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>In the mind of your victim, the hood of a king cobra spreads from your head, neck, and back, your eyes become those of a great serpent, and dripping fangs sprout from your jaws.<br \/>The subject perceives that you have grown serpentine features, including a cobra&#39;s hood, a snake&#39;s slitted eyes, and venomous fangs.<br \/>A successful Will save allows him to recognize the illusion as unreal, which ends the spell&#39;s effect.<br \/>However, if the Will save fails, the subject is shaken for as long as he can see you.<br \/>Closing his eyes negates this effect but also effectively blinds him.<br \/>In addition, if you make a successful melee touch attack (a standard action) against the target while the spell&#39;s duration lasts, he believes that he has been bitten by a venomous serpent and takes 1d6 points of Constitution damage (Fortitude negates).<br \/>Unlike normal poison, this attack has no secondary damage, though you can continue to &quot;bite&quot; the subject each round.<br \/>Immunity or resistance to poison applies normally against this effect, even though it isn&#39;t real poison (the subject and his body both believe it to be real).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"5 rounds","saving_throw":"Will partial","spell_resistance":"Yes","description":"The deep tolling of a bell echoes within the mind of your foe.\nYou fill the target's mind with a barrage of illusory sound.\nThe subject takes a -10 penalty on Listen checks and 2d6 points of sonic damage each round.\nA successful Will save reduces the duration to 1 round.","short_description":"The deep tolling of a bell echoes within the mind of your foe.","material_components":"0","name":"Interminable Echo","level":"Bard 4","full_text":"<div><p><h5>Interminable Echo<\/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 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>5 rounds<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>The deep tolling of a bell echoes within the mind of your foe.<br \/>You fill the target&#39;s mind with a barrage of illusory sound.<br \/>The subject takes a -10 penalty on Listen checks and 2d6 points of sonic damage each round.<br \/>A successful Will save reduces the duration to 1 round.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 swift action","range":"0 ft.","target":"","effect":"A chorus of phantasmal voices","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A chorus of glorious voices takes up your song.\nThis spell continues any one bardic music effect you are currently maintaining or on which you are concentrating.\nIt functions only on bardic music effects that can be maintained for longer than 1 round.\nThis allows you to cast spells, make use of a second bardic music ability, or otherwise concentrate on other matters.\nYou can cast lingering chorus even while maintaining a bardic music effect.\nIf you cast a second lingering chorus while the first is still in effect, the duration of the first spell ends.","short_description":"A chorus of glorious voices takes up your song.","material_components":"0","name":"Lingering Chorus","level":"Bard 4","full_text":"<div><p><h5>Lingering 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>Illusion (Figment)<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>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A chorus of phantasmal voices<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>A chorus of glorious voices takes up your song.<br \/>This spell continues any one bardic music effect you are currently maintaining or on which you are concentrating.<br \/>It functions only on bardic music effects that can be maintained for longer than 1 round.<br \/>This allows you to cast spells, make use of a second bardic music ability, or otherwise concentrate on other matters.<br \/>You can cast lingering chorus even while maintaining a bardic music effect.<br \/>If you cast a second lingering chorus while the first is still in effect, the duration of the first spell ends.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"Your voice and features become more refined and pleasing.\nMask of the ideal shifts everything toward an ideal form.\nAny creature that perceives you in any fashion beholds something that it finds aesthetically pleasing.\nYou gain a +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others).\nYou also gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted (such as with charm person) or conjured (such as with planar binding).","short_description":"Your voice and features become more refined and pleasing.","material_components":"0","name":"Mask of the Ideal","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Mask of the Ideal<\/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>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>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>Your voice and features become more refined and pleasing.<br \/>Mask of the ideal shifts everything toward an ideal form.<br \/>Any creature that perceives you in any fashion beholds something that it finds aesthetically pleasing.<br \/>You gain a +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others).<br \/>You also gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted (such as with charm person) or conjured (such as with planar binding).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Five 10-ft. cubes + one 10-ft. cube\/level (S)","duration":"1 round\/level","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape.\nYou make any terrain look, sound, and smell like something out of a nightmare.\nWrithing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface.\nMiasmic vapors fill the air, along with various foul stenches.\nThe nightmare terrain you create is mostly illusory, but the obstacles are partially real.\nCreatures within, entering, or viewing the area are entitled to Will saves to discern the illusion.\nCreatures that fail their saves become entangled.\nRegardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment.\nFurthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed.\n(Other creatures don't gain this benefit).","short_description":"You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape.","material_components":"0","name":"Nightmare Terrain","level":"Assassin 3 \/ Bard 3 \/ Hexblade 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Nightmare Terrain<\/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 3 \/ Hexblade 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>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 disbelief (if interacted with)<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 cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape.<br \/>You make any terrain look, sound, and smell like something out of a nightmare.<br \/>Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface.<br \/>Miasmic vapors fill the air, along with various foul stenches.<br \/>The nightmare terrain you create is mostly illusory, but the obstacles are partially real.<br \/>Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion.<br \/>Creatures that fail their saves become entangled.<br \/>Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment.<br \/>Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed.<br \/>(Other creatures don&#39;t gain this benefit).<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"A creeping pall of darkness covers the area like running ink, muting sound and color alike.\nThis spell reduces illumination in the area to shadowy; these shadows are mental as well as physical.\nAll creatures in the area take a -10 penalty on Listen, Search, Sense Motive, and Spot checks.\nA successful Will save negates these penalties, but not the effect of the darkness.","short_description":"A creeping pall of darkness covers the area like running ink, muting sound and color alike.","material_components":"0","name":"Pall of Twilight","level":"Assassin 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Pall of Twilight<\/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 (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ 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 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>A creeping pall of darkness covers the area like running ink, muting sound and color alike.<br \/>This spell reduces illumination in the area to shadowy; these shadows are mental as well as physical.<br \/>All creatures in the area take a -10 penalty on Listen, Search, Sense Motive, and Spot checks.<br \/>A successful Will save negates these penalties, but not the effect of the darkness.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"5 rounds","saving_throw":"Will disbelief","spell_resistance":"Yes","description":"You delve into your subject's mind and call forth a clinging, choking horror that drapes itself over him like a vile net.\nYou fashion a nightmare creature from the subject's mind.\nOnly the subject can sense the assailant, which exists only in the subject's mind.\nWhen you cast the spell, the subject gets an immediate Will save to recognize the attacker as unreal, which ends the spell.\nIf that save fails, the subject is treated as if it were grappling the phantasmal strangles.\nEach round on your turn, a phantasmal strangler deals 2d6 points of damage to the subject.\nIf the subject is reduced to -1 or fewer hit points, the spell ends.\nEach round on the subject's turn, it can attempt any of the actions normally allowed to a grappling character.\nTreat a phantasmal strangler's grapple modifier as equal to that of the subject (including modifiers for Strength, size, and all other factors).\nA phantasmal strangler can't be damaged, nor can it be pinned.\nIf the subject escapes from the phantasmal strangler's grasp, the spell ends.","short_description":"You delve into your subject's mind and call forth a clinging, choking horror that drapes itself over ...","material_components":"0","name":"Phantasmal Strangler","level":"Hexblade 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Phantasmal Strangler<\/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>Hexblade 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 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>5 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief<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 delve into your subject&#39;s mind and call forth a clinging, choking horror that drapes itself over him like a vile net.<br \/>You fashion a nightmare creature from the subject&#39;s mind.<br \/>Only the subject can sense the assailant, which exists only in the subject&#39;s mind.<br \/>When you cast the spell, the subject gets an immediate Will save to recognize the attacker as unreal, which ends the spell.<br \/>If that save fails, the subject is treated as if it were grappling the phantasmal strangles.<br \/>Each round on your turn, a phantasmal strangler deals 2d6 points of damage to the subject.<br \/>If the subject is reduced to -1 or fewer hit points, the spell ends.<br \/>Each round on the subject&#39;s turn, it can attempt any of the actions normally allowed to a grappling character.<br \/>Treat a phantasmal strangler&#39;s grapple modifier as equal to that of the subject (including modifiers for Strength, size, and all other factors).<br \/>A phantasmal strangler can&#39;t be damaged, nor can it be pinned.<br \/>If the subject escapes from the phantasmal strangler&#39;s grasp, the spell ends.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube\/level (S)","area":"","duration":"Concentration + 3 rounds","saving_throw":"Will disbelief (if interacted with), then Will partial","spell_resistance":"Yes","description":"As though drawn straight from your imagination, the image you envision springs into existence.\nYou create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects.\nThis effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it.\nAnyone who successfully disbelieves the illusion endures a mental backlash that deals 1d6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round.\nA successful Will save halves the damage and negates the dazed effect.","short_description":"As though drawn straight from your imagination, the image you envision springs into existence.","material_components":"0","name":"Retributive Image","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Retributive Image<\/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 (Pattern)<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>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with), then 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>As though drawn straight from your imagination, the image you envision springs into existence.<br \/>You create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects.<br \/>This effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it.<br \/>Anyone who successfully disbelieves the illusion endures a mental backlash that deals 1d6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round.<br \/>A successful Will save halves the damage and negates the dazed effect.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"You strike your foe, then immediately fade from sight.\nThis spell has no immediate effect upon you.\nHowever, the next time you deliver a successful melee attack, you instantly turn invisible (as the invisibility spell).\nIf you do not make a successful melee attack within 1 hour per level of casting the spell, the effect ends.","short_description":"You strike your foe, then immediately fade from sight.","material_components":"0","name":"Unseen Strike","level":"Assassin 4 \/ Hexblade 4","full_text":"<div><p><h5>Unseen 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>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Hexblade 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 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 (D)<br\/><\/td><\/tr><\/table><p>\t<p>You strike your foe, then immediately fade from sight.<br \/>This spell has no immediate effect upon you.<br \/>However, the next time you deliver a successful melee attack, you instantly turn invisible (as the invisibility spell).<br \/>If you do not make a successful melee attack within 1 hour per level of casting the spell, the effect ends.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One plant creature or one wooden weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial or Fortitude negates","spell_resistance":"Yes","description":"The plant-matter creaks and writhes beneath your hand as you generate a malignant rot at its center.\nThis spell allows you to deliver a single touch that either damages a plant creature over a number of rounds or renders a wooden weapon poisonous.\nWhen used as a touch attack against a plant creature, the spell deals 1d8 points of damage per round.\nA successful Fortitude save reduces the duration to 1 round.\nAlternatively, you can touch a weapon with a wooden striking surface (such as a club or quarterstaff).\nAny creature damaged by the weapon is sickened for 1 round unless it succeeds on a Fortitude save.\nTreat this as a poison effect for creatures immune or resistant to such effects.","short_description":"The plant-matter creaks and writhes beneath your hand as you generate a malignant rot at its center.","material_components":"0","name":"Blackrot","level":"Druid 2 \/ Wu Jen 2","full_text":"<div><p><h5>Blackrot<\/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 \/ Wu Jen 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 partial or 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 plant-matter creaks and writhes beneath your hand as you generate a malignant rot at its center.<br \/>This spell allows you to deliver a single touch that either damages a plant creature over a number of rounds or renders a wooden weapon poisonous.<br \/>When used as a touch attack against a plant creature, the spell deals 1d8 points of damage per round.<br \/>A successful Fortitude save reduces the duration to 1 round.<br \/>Alternatively, you can touch a weapon with a wooden striking surface (such as a club or quarterstaff).<br \/>Any creature damaged by the weapon is sickened for 1 round unless it succeeds on a Fortitude save.<br \/>Treat this as a poison effect for creatures immune or resistant to such effects.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 swift action","range":"Touch","target":"One light weapon you hold","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes; see text","description":"With a simple flourish you turn a small weapon into a deadly implement.\nYou imbue a light weapon you hold in your hand with the power to wound grievously.\nThe next time that weapon deals damage to a living creature, the wound continues to bleed, dealing an extra 1d6 points of damage each round for the remainder of the spell's duration.\nA successful DC 15 Heal check or at least 1 point of magical healing stops this additional damage.\nA creature that is struck by the weapon but takes no damage from the initial attack (such as because of damage reduction) doesn't trigger the spell's effect.\nCheck to overcome a target's spell resistance when you first strike the creature.\nIf the check fails, the spell has no effect and is discharged, but the weapon still deals damage normally.\nThe spell lasts for 3 rounds.\nIf you don't deal damage to a living creature during the 3 rounds after casting the spell, it ends with no effect.\nThe bleeding effect begins in the round when the creature is struck by the ensorcelled weapon and lasts until the spell ends (if struck on the first round after casting, the subject bleeds for 3 rounds; if struck in the second round after casting, the subject bleeds for 2 rounds, and so on).\nThe spell ends immediately if the weapon leaves your hand.","short_description":"With a simple flourish you turn a small weapon into a deadly implement.","material_components":"0","name":"Bloodletting","level":"Assassin 1 \/ Hexblade 1","full_text":"<div><p><h5>Bloodletting<\/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 \/ Hexblade 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 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>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; see text<br\/><\/td><\/tr><\/table><p>\t<p>With a simple flourish you turn a small weapon into a deadly implement.<br \/>You imbue a light weapon you hold in your hand with the power to wound grievously.<br \/>The next time that weapon deals damage to a living creature, the wound continues to bleed, dealing an extra 1d6 points of damage each round for the remainder of the spell&#39;s duration.<br \/>A successful DC 15 Heal check or at least 1 point of magical healing stops this additional damage.<br \/>A creature that is struck by the weapon but takes no damage from the initial attack (such as because of damage reduction) doesn&#39;t trigger the spell&#39;s effect.<br \/>Check to overcome a target&#39;s spell resistance when you first strike the creature.<br \/>If the check fails, the spell has no effect and is discharged, but the weapon still deals damage normally.<br \/>The spell lasts for 3 rounds.<br \/>If you don&#39;t deal damage to a living creature during the 3 rounds after casting the spell, it ends with no effect.<br \/>The bleeding effect begins in the round when the creature is struck by the ensorcelled weapon and lasts until the spell ends (if struck on the first round after casting, the subject bleeds for 3 rounds; if struck in the second round after casting, the subject bleeds for 2 rounds, and so on).<br \/>The spell ends immediately if the weapon leaves your hand.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"See text","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You channel negative energy into the dark mote in your hand, causing it to leap and dart about in your grasp.\nWhen you have poured enough energy into the spell, you release the mote to drain the life of your enemy.\nThis spell uses negative energy to drain the vitality from a single foe.\nThe spell's strength depends on the amount of time you spend channeling energy into it.\nIf you cast channeled lifetheft as a swift action, it renders a single target fatigued, and you gain 5 temporary hit points.\nIf you cast the spell as a standard action, it renders the target fatigued and deals 5d4 points of damage, and you gain temporary hit points equal to 5 + the damage dealt.\nIf you cast channeled lifetheft as a full-round action, it renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.\nIf you spend 2 full rounds casting this spell, it renders the target exhausted and deals 5d8 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.\nTemporary hit points granted by this spell last for up to 1 hour.\nWhen you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed.\nYou do not need to declare ahead of time how long you want to spend casting the spell.","short_description":"You channel negative energy into the dark mote in your hand, causing it to leap and dart about in you...","material_components":"0","name":"Channeled Lifetheft","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Channeled Lifetheft<\/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 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>See text<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 channel negative energy into the dark mote in your hand, causing it to leap and dart about in your grasp.<br \/>When you have poured enough energy into the spell, you release the mote to drain the life of your enemy.<br \/>This spell uses negative energy to drain the vitality from a single foe.<br \/>The spell&#39;s strength depends on the amount of time you spend channeling energy into it.<br \/>If you cast channeled lifetheft as a swift action, it renders a single target fatigued, and you gain 5 temporary hit points.<br \/>If you cast the spell as a standard action, it renders the target fatigued and deals 5d4 points of damage, and you gain temporary hit points equal to 5 + the damage dealt.<br \/>If you cast channeled lifetheft as a full-round action, it renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.<br \/>If you spend 2 full rounds casting this spell, it renders the target exhausted and deals 5d8 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.<br \/>Temporary hit points granted by this spell last for up to 1 hour.<br \/>When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed.<br \/>You do not need to declare ahead of time how long you want to spend casting the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your hand shrivels like the limb of a corpse as dark energy flows through your veins.\nYou bestow on your target a horrible disease effectively identical to mummy rot.\nThe incubation period is instantaneous, and the initial save for the spell is calculated normally; all subsequent daily saves to avoid damage are DC 20.\nMummy rot deals 1d6 points of Constitution damage and 1d6 points of Charisma damage immediately, and a similar amount per day thereafter; a victim reduced to 0 Constitution shrivels away into sand and dust.\nFurthermore, any character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect.\nUnlike normal diseases, mummy rot can't be overcome through natural methods or successful saves.\nTo eliminate mummy rot, the curse must first be broken with break enchantment, remove curse, or a similar effect (requiring a DC 20 caster level check).\nIf this is done, a caster level check is no longer necessary to cast healing spells on the victim, and mummy rot can be magically cured like any disease.","short_description":"Your hand shrivels like the limb of a corpse as dark energy flows through your veins.","material_components":"0","name":"Cryptwarden's Grasp","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Cryptwarden's 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>Necromancy<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>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>Your hand shrivels like the limb of a corpse as dark energy flows through your veins.<br \/>You bestow on your target a horrible disease effectively identical to mummy rot.<br \/>The incubation period is instantaneous, and the initial save for the spell is calculated normally; all subsequent daily saves to avoid damage are DC 20.<br \/>Mummy rot deals 1d6 points of Constitution damage and 1d6 points of Charisma damage immediately, and a similar amount per day thereafter; a victim reduced to 0 Constitution shrivels away into sand and dust.<br \/>Furthermore, any character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect.<br \/>Unlike normal diseases, mummy rot can&#39;t be overcome through natural methods or successful saves.<br \/>To eliminate mummy rot, the curse must first be broken with break enchantment, remove curse, or a similar effect (requiring a DC 20 caster level check).<br \/>If this is done, a caster level check is no longer necessary to cast healing spells on the victim, and mummy rot can be magically cured like any disease.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius burst, centered on you","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You release a scream that chills the air with deathly energy.\nAll living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued.\nA successful Fortitude save negates the fatigue.\nAny swarm in the area of death's call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued (Fortitude save negates fatigue).\nThis supersedes the normal +50% damage dealt to a swarm by an area spell.","short_description":"You release a scream that chills the air with deathly energy.","material_components":"0","name":"Death's Call","level":"Hexblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Death'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>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hexblade 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 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 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 release a scream that chills the air with deathly energy.<br \/>All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued.<br \/>A successful Fortitude save negates the fatigue.<br \/>Any swarm in the area of death&#39;s call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued (Fortitude save negates fatigue).<br \/>This supersedes the normal +50% damage dealt to a swarm by an area spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like ray of enfeeblement, except that if you cast it on a target that is already fatigued or exhausted, or one currently affected by a penalty, damage, or drain to its Strength, Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10 +1 per two caster levels (maximum 1d10+5).\nThis penalty doesn't stack with the penalty from ray of enfeeblement.","short_description":"This spell functions like ray of enfeeblement, except that if you cast it on a target that is already...","material_components":"0","name":"Escalating Enfeeblement","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Escalating Enfeeblement<\/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 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>This spell functions like ray of enfeeblement, except that if you cast it on a target that is already fatigued or exhausted, or one currently affected by a penalty, damage, or drain to its Strength, Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10 +1 per two caster levels (maximum 1d10+5).<br \/>This penalty doesn&#39;t stack with the penalty from ray of enfeeblement.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"3 rounds","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"As you crook your finger, your enemy feels his vitals rupture within him.\nYou magically disrupt the subject's internal organs, causing it great pain.\nEach round on your turn, the subject takes 3d6 points of damage and becomes nauseated for 1 round.\nA successful Fortitude save halves the damage and lessens the nauseated condition to sickened.","short_description":"As you crook your finger, your enemy feels his vitals rupture within him.","material_components":"0","name":"Finger of Agony","level":"Hexblade 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Finger of Agony<\/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>Hexblade 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>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 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>As you crook your finger, your enemy feels his vitals rupture within him.<br \/>You magically disrupt the subject&#39;s internal organs, causing it great pain.<br \/>Each round on your turn, the subject takes 3d6 points of damage and becomes nauseated for 1 round.<br \/>A successful Fortitude save halves the damage and lessens the nauseated condition to sickened.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature\/3 levels, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Your victim's eyes water and her flesh pales as a wave of sickness washes over her.\nWaves of pain and sickness wrack the subjects, rendering themnauseated.\nA successful Fortitude save negates this effect.\nIf a subject fails the initial Fortitude save, she can attempt a Fortitude save as a move action each round on her turn; success indicates that she is instead sickened for the duration of the spell.","short_description":"Your victim's eyes water and her flesh pales as a wave of sickness washes over her.","material_components":"0","name":"Horrid Sickness","level":"Hexblade 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Horrid Sickness<\/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>Hexblade 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>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>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>Your victim&#39;s eyes water and her flesh pales as a wave of sickness washes over her.<br \/>Waves of pain and sickness wrack the subjects, rendering themnauseated.<br \/>A successful Fortitude save negates this effect.<br \/>If a subject fails the initial Fortitude save, she can attempt a Fortitude save as a move action each round on her turn; success indicates that she is instead sickened for the duration of the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius emanation","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes","description":"You feel a wave of cold pass through you as it seeps into the land, the air, and even the souls of those nearby.\nYou imbue the area with negative energy so powerful it transforms positive energy into its opposite.\nAnyone in the area who casts a healing spell must succeed on a caster level check (DC 11 + your caster level); if the check fails, the healing spell deals damage to each of its subjects equal to the caster's caster level instead of its normal effect.\nLiving creatures that rest in this area do not regain hit points or lost ability score points.\nUndead in the area heal damage at the rate of 1 point per Hit Die every 24 hours.\nIn addition to the normal means of ending a spell's duration, this effect can be ended by a remove curse (or similar spell) cast within its area for that purpose.\nMaterial Component: Grave dust.","short_description":"You feel a wave of cold pass through you as it seeps into the land, the air, and even the souls of th...","material_components":"0","name":"Necrotic Curse","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Necrotic 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>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, 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>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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You feel a wave of cold pass through you as it seeps into the land, the air, and even the souls of those nearby.<br \/>You imbue the area with negative energy so powerful it transforms positive energy into its opposite.<br \/>Anyone in the area who casts a healing spell must succeed on a caster level check (DC 11 + your caster level); if the check fails, the healing spell deals damage to each of its subjects equal to the caster&#39;s caster level instead of its normal effect.<br \/>Living creatures that rest in this area do not regain hit points or lost ability score points.<br \/>Undead in the area heal damage at the rate of 1 point per Hit Die every 24 hours.<br \/>In addition to the normal means of ending a spell&#39;s duration, this effect can be ended by a remove curse (or similar spell) cast within its area for that purpose.<br \/>Material Component: Grave dust.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"5 rounds","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Angry red boils spread across the skin of your enemy.\nThis spell causes the subject's skin to erupt in a blistering rash accompanied by a maddening itch.\nAn affected creature is sickened while the spell lasts.\nIn addition, if the creature takes any actions on its turn other than free, swift, or immediate actions, it takes 1d8 points of damage at the end of its turn.\nWhile affected by this spell, a creature takes a -2 penalty on saves to resist the distraction effect of any creature of the swarm subtype (in addition to the save penalty from the spell's sickening effect).\nIf a subject under the effect of prickling torment is targeted by fever dream (see page 104), the two spells interact to create a greater effect.\nSee the fever dream spell for details.","short_description":"Angry red boils spread across the skin of your enemy.","material_components":"0","name":"Prickling Torment","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Prickling Torment<\/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 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 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>5 rounds<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>Angry red boils spread across the skin of your enemy.<br \/>This spell causes the subject&#39;s skin to erupt in a blistering rash accompanied by a maddening itch.<br \/>An affected creature is sickened while the spell lasts.<br \/>In addition, if the creature takes any actions on its turn other than free, swift, or immediate actions, it takes 1d8 points of damage at the end of its turn.<br \/>While affected by this spell, a creature takes a -2 penalty on saves to resist the distraction effect of any creature of the swarm subtype (in addition to the save penalty from the spell&#39;s sickening effect).<br \/>If a subject under the effect of prickling torment is targeted by fever dream (see page 104), the two spells interact to create a greater effect.<br \/>See the fever dream spell for details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 swift action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The air around you turns black as it floods with negative energy.\nThis spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points.\nStable creatures that were at -1 to -8 hit points become dying, while creatures at -9 hit points die immediately.\nThis spell has no effect on creatures that have 0 or more hit points.","short_description":"The air around you turns black as it floods with negative energy.","material_components":"0","name":"Reaving Aura","level":"Assassin 1 \/ Cleric 1 \/ Hexblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Reaving 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>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Cleric 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<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>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>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 air around you turns black as it floods with negative energy.<br \/>This spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points.<br \/>Stable creatures that were at -1 to -8 hit points become dying, while creatures at -9 hit points die immediately.<br \/>This spell has no effect on creatures that have 0 or more hit points.<\/p><\/p>Reference: Complete Mage<\/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 expended","saving_throw":"","spell_resistance":"","description":"The world around you takes on a dim and muted tone as you are encased in a tight-fitting sheath of crackling negative energy.\nThis spell bestows a negative level upon any non-undead creature that makes a successful melee attack against you (regardless of whether the attack deals damage).\nThere is no save, but spell resistance applies.\nRetributive enervation can bestow a number of negative levels equal to 1\/2 your caster level (maximum 10).\nOnce this limit is reached, the spell ends, even if the duration has not yet expired.\nAssuming a creature that gains negative levels survives, it regains lost levels after a number of hours equal to your caster level (maximum 20 hours).\nUsually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from retributive enervation don't last long enough to do so.\nAn undead creature that makes a successful melee attack against you while this spell is active gains 5 temporary hit points that last for up to 1 hour.","short_description":"The world around you takes on a dim and muted tone as you are encased in a tight-fitting sheath of cr...","material_components":"0","name":"Retributive Enervation","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Retributive Enervation<\/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 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 or until expended<br\/><\/td><\/tr><\/table><p>\t<p>The world around you takes on a dim and muted tone as you are encased in a tight-fitting sheath of crackling negative energy.<br \/>This spell bestows a negative level upon any non-undead creature that makes a successful melee attack against you (regardless of whether the attack deals damage).<br \/>There is no save, but spell resistance applies.<br \/>Retributive enervation can bestow a number of negative levels equal to 1\/2 your caster level (maximum 10).<br \/>Once this limit is reached, the spell ends, even if the duration has not yet expired.<br \/>Assuming a creature that gains negative levels survives, it regains lost levels after a number of hours equal to your caster level (maximum 20 hours).<br \/>Usually, negative levels have a chance of permanently draining the victim&#39;s levels, but the negative levels from retributive enervation don&#39;t last long enough to do so.<br \/>An undead creature that makes a successful melee attack against you while this spell is active gains 5 temporary hit points that last for up to 1 hour.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Touch","target":"Living humanoid or animal touched","effect":"","area":"","duration":"1 day\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject's face briefly takes on a gaunt, pale look and a death's-head rictus before returning to normal.\nYou plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject's own life force.\nSeed of undeath does not, in and of itself, harm the subject.\nShould the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.\nAny undead created in this manner are automatically under your control.\nAt any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).\nMaterial Component: A black onyx gem worth 25 gp per HD of the subject.","short_description":"The subject's face briefly takes on a gaunt, pale look and a death's-head rictus before returning to ...","material_components":"0","name":"Seed of Undeath","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Seed of Undeath<\/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 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 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 day\/level (D)<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 face briefly takes on a gaunt, pale look and a death&#39;s-head rictus before returning to normal.<br \/>You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject&#39;s own life force.<br \/>Seed of undeath does not, in and of itself, harm the subject.<br \/>Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.<br \/>Any undead created in this manner are automatically under your control.<br \/>At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).<br \/>Material Component: A black onyx gem worth 25 gp per HD of the subject.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"40-ft.-radius emanation","duration":"","saving_throw":"","spell_resistance":"","description":"Every creature in the area briefly takes on a corpselike appearance, then returns to normal.\nThis spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.\nCorpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.\nMaterial Component: A black onyx worth at least 5,000 gp.","short_description":"Every creature in the area briefly takes on a corpselike appearance, then returns to normal.","material_components":"0","name":"Seed of Undeath, Greater","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Seed of Undeath, 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>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, M<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><\/table><p>\t<p>Every creature in the area briefly takes on a corpselike appearance, then returns to normal.<br \/>This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.<br \/>Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.<br \/>Material Component: A black onyx worth at least 5,000 gp.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or creatures touched (up to one\/3 levels)","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial or Will negates","spell_resistance":"Yes","description":"Your hand grows numb and pulses with a deep and sickly radiance, the chill of the grave emanating from it.\nYour melee touch attacks channel negative energy that disrupts the life force of living creatures, dealing 10d6 points of damage.\nYou can use this melee touch attack up to one time per three levels.\nAny target that has one or more negative levels also takes 1d6 points of Strength drain; a successful Fortitude save negates this secondary effect.\nAn undead creature you touch takes no damage or Strength drain, but it must make a successful Will save or be controlled by you (as if you had cast control undead) for 1 round per level.\nYou can't control more than one undead creature in this fashion (a second use frees the first controlled undead), and any undead with HD of more than twice your caster level is unaffected.","short_description":"Your hand grows numb and pulses with a deep and sickly radiance, the chill of the grave emanating fro...","material_components":"0","name":"Touch of the Graveborn","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Touch of the Graveborn<\/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 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 partial or 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 hand grows numb and pulses with a deep and sickly radiance, the chill of the grave emanating from it.<br \/>Your melee touch attacks channel negative energy that disrupts the life force of living creatures, dealing 10d6 points of damage.<br \/>You can use this melee touch attack up to one time per three levels.<br \/>Any target that has one or more negative levels also takes 1d6 points of Strength drain; a successful Fortitude save negates this secondary effect.<br \/>An undead creature you touch takes no damage or Strength drain, but it must make a successful Will save or be controlled by you (as if you had cast control undead) for 1 round per level.<br \/>You can&#39;t control more than one undead creature in this fashion (a second use frees the first controlled undead), and any undead with HD of more than twice your caster level is unaffected.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round and permanent","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Your hand grows cold and darkens with the pulse of negative energy.\nYour touch bestows negative energy on the target, dealing 1d8 points of damage +1 point per caster level (maximum +10) and rendering it shaken for 1 round.\n(Creatures immune to fear aren't shaken but are still subject to the spell's other effects).\nAdditionally, the target is permanently paralyzed if it fails a Fortitude save.\nCreatures paralyzed in this fashion appear dead, though a DC 20 Spot check or a DC 15 Heal check reveals that they still live.\nDispel magic doesn't help a creature paralyzed by this spell, though remove paralysis or any effect that can remove a curse can free the victim.","short_description":"Your hand grows cold and darkens with the pulse of negative energy.","material_components":"0","name":"Touch of Vecna","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Touch of Vecna<\/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 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 round and 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>Your hand grows cold and darkens with the pulse of negative energy.<br \/>Your touch bestows negative energy on the target, dealing 1d8 points of damage +1 point per caster level (maximum +10) and rendering it shaken for 1 round.<br \/>(Creatures immune to fear aren&#39;t shaken but are still subject to the spell&#39;s other effects).<br \/>Additionally, the target is permanently paralyzed if it fails a Fortitude save.<br \/>Creatures paralyzed in this fashion appear dead, though a DC 20 Spot check or a DC 15 Heal check reveals that they still live.<br \/>Dispel magic doesn&#39;t help a creature paralyzed by this spell, though remove paralysis or any effect that can remove a curse can free the victim.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"With a touch, your foe becomes visibly enfeebled, as if a sudden weight of years had dropped onto his shoulders.\nYour touch deals 3 points of drain to the subject's Strength, Dexterity, and Constitution scores; a successful Fortitude save negates this effect and prevents any further harm.\nIf the subject fails its initial saving throw, it takes another 3 points of drain to its Strength, Dexterity, and Constitution scores each day thereafter as long as the spell lasts.\nA successful Fortitude save negates this drain, but doesn't end the spell's duration.\nThe ability drain from this spell can be eliminated as normal, but doing this doesn't end the spell's duration.\nIf you cast this spell on a creature while another casting of touch of years is already in effect on it, the second spell doesn't deal ability drain.\nInstead, a failed initial Fortitude save renders the creature permanently deafened and blinded.\nThese conditions can be removed by normal means (such as remove blindness\/deafness), but doing this has no effect on the ability drain.\nThis spell can't be dispelled, but any effect that would remove a curse allows the spellcaster a caster level check (DC 11 + your caster level) to end the spell's duration.\nThis doesn't restore any ability score points already lost.","short_description":"With a touch, your foe becomes visibly enfeebled, as if a sudden weight of years had dropped onto his...","material_components":"0","name":"Touch of Years","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Touch of Years<\/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 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>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>With a touch, your foe becomes visibly enfeebled, as if a sudden weight of years had dropped onto his shoulders.<br \/>Your touch deals 3 points of drain to the subject&#39;s Strength, Dexterity, and Constitution scores; a successful Fortitude save negates this effect and prevents any further harm.<br \/>If the subject fails its initial saving throw, it takes another 3 points of drain to its Strength, Dexterity, and Constitution scores each day thereafter as long as the spell lasts.<br \/>A successful Fortitude save negates this drain, but doesn&#39;t end the spell&#39;s duration.<br \/>The ability drain from this spell can be eliminated as normal, but doing this doesn&#39;t end the spell&#39;s duration.<br \/>If you cast this spell on a creature while another casting of touch of years is already in effect on it, the second spell doesn&#39;t deal ability drain.<br \/>Instead, a failed initial Fortitude save renders the creature permanently deafened and blinded.<br \/>These conditions can be removed by normal means (such as remove blindness\/deafness), but doing this has no effect on the ability drain.<br \/>This spell can&#39;t be dispelled, but any effect that would remove a curse allows the spellcaster a caster level check (DC 11 + your caster level) to end the spell&#39;s duration.<br \/>This doesn&#39;t restore any ability score points already lost.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate freedom.\nYou sprout a pair of dull gleaming wings made of overlapping feathers of dark metal.\nYou grow a pair of adamantine wings.\nThe wings grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor or carry a medium or heavy load), with good maneuverability.\nIf you are not flying, you can use a standard action to make one wing attack or a full attack action to make two such attacks (as if they were natural weapons).\nEach wing deals 2d6 points of slashing damage (plus your Strength modifier), and threatens a critical hit on a 19-20.\nThe wings are considered both magic and adamantine for the purpose of overcoming damage reduction or penetrating hardness.\nWing strikes are not additional attacks; they replace any other attack or full attack action.\nAs a swift action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades.\nThis attack takes the form of a 60-foot cone-shaped burst.\nAll creatures within the cone take 10d6 points of damage (Reflex half; spell resistance applies).\nSince this is a spell effect, damage reduction does not affect the damage dealt by the cone.\nThis action immediately ends the spell's duration.","short_description":"You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate ...","material_components":"0","name":"Adamantine Wings","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7","full_text":"<div><p><h5>Adamantine 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>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>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate freedom.<br \/>You sprout a pair of dull gleaming wings made of overlapping feathers of dark metal.<br \/>You grow a pair of adamantine wings.<br \/>The wings grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor or carry a medium or heavy load), with good maneuverability.<br \/>If you are not flying, you can use a standard action to make one wing attack or a full attack action to make two such attacks (as if they were natural weapons).<br \/>Each wing deals 2d6 points of slashing damage (plus your Strength modifier), and threatens a critical hit on a 19-20.<br \/>The wings are considered both magic and adamantine for the purpose of overcoming damage reduction or penetrating hardness.<br \/>Wing strikes are not additional attacks; they replace any other attack or full attack action.<br \/>As a swift action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades.<br \/>This attack takes the form of a 60-foot cone-shaped burst.<br \/>All creatures within the cone take 10d6 points of damage (Reflex half; spell resistance applies).<br \/>Since this is a spell effect, damage reduction does not affect the damage dealt by the cone.<br \/>This action immediately ends the spell&#39;s duration.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"Concentration + 1 round","saving_throw":"Will negates (object)","spell_resistance":"Yes","description":"Your weapon leaps from your hands, suddenly capable of fighting on its own.\nA weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of its size (MM 13).\nTreat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder.\nHowever, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs.\nDiminutive or smaller objects are unaffected by the spell.\nAn animated weapon attacks the nearest enemy to the best of its ability.\nYou can use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends.\nA weapon held or carried by another creature can't be affected by this spell.\nThe weapon doesn't gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability.\nIf the weapon has an enhancement bonus or other special properties, these apply as normal.\nFor example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack rolls and damage rolls and deals an extra 1d6 points of fire damage on a successful hit.","short_description":"Your weapon leaps from your hands, suddenly capable of fighting on its own.","material_components":"0","name":"Animate Weapon","level":"Assassin 2 \/ Hexblade 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Animate 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 2 \/ Hexblade 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>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round<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<br\/><\/td><\/tr><\/table><p>\t<p>Your weapon leaps from your hands, suddenly capable of fighting on its own.<br \/>A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of its size (MM 13).<br \/>Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder.<br \/>However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs.<br \/>Diminutive or smaller objects are unaffected by the spell.<br \/>An animated weapon attacks the nearest enemy to the best of its ability.<br \/>You can use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends.<br \/>A weapon held or carried by another creature can&#39;t be affected by this spell.<br \/>The weapon doesn&#39;t gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability.<br \/>If the weapon has an enhancement bonus or other special properties, these apply as normal.<br \/>For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack rolls and damage rolls and deals an extra 1d6 points of fire damage on a successful hit.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 day\/level and permanent; see text","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Your subject's skin splits open, revealing wood and bark.\nLeaves sprout from his limbs even as he starts to grow.\nYou transform the subject of the spell into a Huge oak tree.\nFor a number of days equal to your caster level, that oak tree animates as a treant (though it can't animate trees) and serves as you command.\nYou can either command it to follow you, or you can leave it somewhere with a triggering phrase as described in the liveoak spell (PH 248).\nWhen the spell's duration expires, the subject becomes in all respects a normal tree, taking root where it stands if capable.\nA creature that succeeds on its saving throw is instead slowed (as the spell) as his body fights off the transformation from within.\nWhen the spell's duration expires, the subject returns to normal.","short_description":"Your subject's skin splits open, revealing wood and bark.","material_components":"0","name":"Arboreal Transformation","level":"Wu Jen 9","full_text":"<div><p><h5>Arboreal 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>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>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 and permanent; see text<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>Your subject&#39;s skin splits open, revealing wood and bark.<br \/>Leaves sprout from his limbs even as he starts to grow.<br \/>You transform the subject of the spell into a Huge oak tree.<br \/>For a number of days equal to your caster level, that oak tree animates as a treant (though it can&#39;t animate trees) and serves as you command.<br \/>You can either command it to follow you, or you can leave it somewhere with a triggering phrase as described in the liveoak spell (PH 248).<br \/>When the spell&#39;s duration expires, the subject becomes in all respects a normal tree, taking root where it stands if capable.<br \/>A creature that succeeds on its saving throw is instead slowed (as the spell) as his body fights off the transformation from within.<br \/>When the spell&#39;s duration expires, the subject returns to normal.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Thick ivory fur grows from your skin and your back hunches over\nuntil you stand on four paws.\nCold, blue eyes stare out of your now-canine face.\nYou take the form of a winter wolf (MM 256).\nYou gain 20 temporary hit points, which disappear at the end of the spell's duration.\nSee the Polymorph Subschool sidebar on page 91 for more details.","short_description":"Thick ivory fur grows from your skin and your back hunches over\nuntil you stand on four paws.","material_components":"0","name":"Aspect of the Icy Hunter","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Aspect of the Icy Hunter<\/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 (Polymorph)<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 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>Thick ivory fur grows from your skin and your back hunches over<br \/>until you stand on four paws.<br \/>Cold, blue eyes stare out of your now-canine face.<br \/>You take the form of a winter wolf (MM 256).<br \/>You gain 20 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>See the Polymorph Subschool sidebar on page 91 for more details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 round + 1 round\/3 levels","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Your target's skin begins to redden as his blood starts to boil within his veins.\nThe subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage.\nFor every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage each round.\nA successful Fortitude save reduces the duration of the spell to 1 round.\nIf you cast boiling blood on the same subject before the first casting has expired, the second spell has a different effect.\nIn any round in which the subject takes damage from the spell, he is also sickened.\nThis extra effect lasts for as long as the duration of both spells continues, after which only the normal effect occurs\nfor the rest of the duration of the latter spell.\nCreatures immune to extra damage from critical hits are immune to this spell, as are creatures that lack blood or similar internal fluids.","short_description":"Your target's skin begins to redden as his blood starts to boil within his veins.","material_components":"0","name":"Boiling Blood","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Boiling 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>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 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 + 1 round\/3 levels<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>Your target&#39;s skin begins to redden as his blood starts to boil within his veins.<br \/>The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage.<br \/>For every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage each round.<br \/>A successful Fortitude save reduces the duration of the spell to 1 round.<br \/>If you cast boiling blood on the same subject before the first casting has expired, the second spell has a different effect.<br \/>In any round in which the subject takes damage from the spell, he is also sickened.<br \/>This extra effect lasts for as long as the duration of both spells continues, after which only the normal effect occurs<br \/>for the rest of the duration of the latter spell.<br \/>Creatures immune to extra damage from critical hits are immune to this spell, as are creatures that lack blood or similar internal fluids.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"As you complete this spell, you feel as lithe and quick as a cat.\nWhen you cast this spell, you can immediately reroll a Balance, Climb, Jump, or Move Silently check that you have just rolled.\nThis second roll gains a +5 insight bonus.\nYou must abide by the second result, even if it is worse than the first.","short_description":"As you complete this spell, you feel as lithe and quick as a cat.","material_components":"0","name":"Catsfeet","level":"Assassin 1 \/ Bard 1 \/ Hexblade 1","full_text":"<div><p><h5>Catsfeet<\/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 \/ Bard 1 \/ Hexblade 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 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>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>As you complete this spell, you feel as lithe and quick as a cat.<br \/>When you cast this spell, you can immediately reroll a Balance, Climb, Jump, or Move Silently check that you have just rolled.<br \/>This second roll gains a +5 insight bonus.<br \/>You must abide by the second result, even if it is worse than the first.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"60 ft.","target":"One living creature with Intelligence 3 or higher","effect":"","area":"","duration":"See text","saving_throw":"Will negates","spell_resistance":"Yes","description":"With a hideous cracking noise, a shard of crystal bursts through your subject's skull, flying into your waiting hand.\nAfter casting this spell, you must study the target for 3 consecutive rounds, concentrating each round on the effect.\nThis is treated as concentrating on a spell (PH 176), and if you are interrupted, the spell is lost.\nOnce the study is complete, the target's current surface thoughts (as detect thoughts) congeal into a solid shard of crystal.\nThis crystal then erupts from the target's head (dealing 2d8 points of damage and 2 points of Intelligence damage) and flies to your hand.\nOnce you have the crystal, you (and only you) can use a full-round action to look into it and view the memories it contains.\nThe crystal remains for 24 hours or until the memories have been viewed once.","short_description":"With a hideous cracking noise, a shard of crystal bursts through your subject's skull, flying into yo...","material_components":"0","name":"Crystalline Memories","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Crystalline Memories<\/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 swift 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>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 a hideous cracking noise, a shard of crystal bursts through your subject&#39;s skull, flying into your waiting hand.<br \/>After casting this spell, you must study the target for 3 consecutive rounds, concentrating each round on the effect.<br \/>This is treated as concentrating on a spell (PH 176), and if you are interrupted, the spell is lost.<br \/>Once the study is complete, the target&#39;s current surface thoughts (as detect thoughts) congeal into a solid shard of crystal.<br \/>This crystal then erupts from the target&#39;s head (dealing 2d8 points of damage and 2 points of Intelligence damage) and flies to your hand.<br \/>Once you have the crystal, you (and only you) can use a full-round action to look into it and view the memories it contains.<br \/>The crystal remains for 24 hours or until the memories have been viewed once.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1 creature","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your target's voice rends the air around her, shredding her from within.\nEach time the subject casts a spell with a verbal component, she deals 2d6 points of sonic damage to all creatures within 10 feet of her (including herself).\nShe must then succeed on a Concentration check (DC 15 + damage dealt + spell level) to avoid losing the spell.","short_description":"Your target's voice rends the air around her, shredding her from within.","material_components":"0","name":"Discordant Malediction","level":"Bard 5","full_text":"<div><p><h5>Discordant Malediction<\/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<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>24 hours<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 target&#39;s voice rends the air around her, shredding her from within.<br \/>Each time the subject casts a spell with a verbal component, she deals 2d6 points of sonic damage to all creatures within 10 feet of her (including herself).<br \/>She must then succeed on a Concentration check (DC 15 + damage dealt + spell level) to avoid losing the spell.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your body withers away to dust, leaving only a floating head, which quickly grows oversized and misshapen.\nYour eyes fuse together as a single orb in your forehead, and ten writhing eyestalks sprout from your skull.\nYou take the form of a beholder (MM 26).\nYou gain 30 temporary hit points, which disappear at the end of the spell's duration.\nYou can use only one eye ray each round, and each of your ten eye rays can be used only once during the spell's duration.\nFor example, once you use your disintegrate eye ray, you can't use that eye ray again during this casting of the spell.\nSee the Polymorph Subschool sidebar on page 91 for more details.","short_description":"Your body withers away to dust, leaving only a floating head, which quickly grows oversized and missh...","material_components":"0","name":"Dreaded Form of the Eye Tyrant","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Dreaded Form of the Eye Tyrant<\/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 (Polymorph)<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 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>Your body withers away to dust, leaving only a floating head, which quickly grows oversized and misshapen.<br \/>Your eyes fuse together as a single orb in your forehead, and ten writhing eyestalks sprout from your skull.<br \/>You take the form of a beholder (MM 26).<br \/>You gain 30 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>You can use only one eye ray each round, and each of your ten eye rays can be used only once during the spell&#39;s duration.<br \/>For example, once you use your disintegrate eye ray, you can&#39;t use that eye ray again during this casting of the spell.<br \/>See the Polymorph Subschool sidebar on page 91 for more details.<\/p><\/p>Reference: Complete Mage<\/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":"A quartet of hideous, writhing tentacles sprouts from your face.\nYou grow four tentacles from your face, similar to those of a mind flayer.\nFor the duration of the spell, you can attack with one tentacle as a standard action, or all four as a full-round action.\nEach tentacle deals 1d4 points of damage, plus your Strength modifier.\nWhen using the tentacles, you are treated as though you have the Improved Grapple feat.\nYou can latch a tentacle onto a foe's head with a successful grapple check, and if you begin your turn with one tentacle successfully attached, you can attach the remaining three with a single check, though doing this still requires a full-round action.\nYour foe can escape with a single grapple check or Escape Artist check, but you gain a +2 bonus for each tentacle that is attached at the beginning of your foe's turn.\nIf you begin your turn with all four tentacles attached, you can attempt to remove your foe's brain, killing him instantly.\nThe victim is entitled to a fortitude save to avoid this fate, though success indicates only that he evaded extraction; he is still grappled and must attempt to escape normally.\nYou cannot use these tentacles to grapple foes more than one size category larger or smaller than you.\nExtracting the brain does nothing to constructs, elementals, oozes, plants, or undead, and is not instantly fatal to creatures with multiple heads.","short_description":"A quartet of hideous, writhing tentacles sprouts from your face.","material_components":"0","name":"Flaying Tendrils","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Flaying 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 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>A quartet of hideous, writhing tentacles sprouts from your face.<br \/>You grow four tentacles from your face, similar to those of a mind flayer.<br \/>For the duration of the spell, you can attack with one tentacle as a standard action, or all four as a full-round action.<br \/>Each tentacle deals 1d4 points of damage, plus your Strength modifier.<br \/>When using the tentacles, you are treated as though you have the Improved Grapple feat.<br \/>You can latch a tentacle onto a foe&#39;s head with a successful grapple check, and if you begin your turn with one tentacle successfully attached, you can attach the remaining three with a single check, though doing this still requires a full-round action.<br \/>Your foe can escape with a single grapple check or Escape Artist check, but you gain a +2 bonus for each tentacle that is attached at the beginning of your foe&#39;s turn.<br \/>If you begin your turn with all four tentacles attached, you can attempt to remove your foe&#39;s brain, killing him instantly.<br \/>The victim is entitled to a fortitude save to avoid this fate, though success indicates only that he evaded extraction; he is still grappled and must attempt to escape normally.<br \/>You cannot use these tentacles to grapple foes more than one size category larger or smaller than you.<br \/>Extracting the brain does nothing to constructs, elementals, oozes, plants, or undead, and is not instantly fatal to creatures with multiple heads.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over on all fours.\nTwo additional monstrous heads sprout from your shoulders, and two batlike wings stretch out to the sky.\nYou take the form of a chimera (MM 34); choose the color of your dragon head from the options noted in the monster description when you cast the spell.\nYou gain 30 temporary hit points, which disappear at the end of the spell's duration.\nSee the Polymorph Subschool sidebar on page 91 for more details.","short_description":"Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over on all fo...","material_components":"0","name":"Form of the Threefold Beast","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Form of the Threefold 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 (Polymorph)<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 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>Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over on all fours.<br \/>Two additional monstrous heads sprout from your shoulders, and two batlike wings stretch out to the sky.<br \/>You take the form of a chimera (MM 34); choose the color of your dragon head from the options noted in the monster description when you cast the spell.<br \/>You gain 30 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>See the Polymorph Subschool sidebar on page 91 for more details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"You feel light as a feather, as if the slightest breeze might knock you about.\nThis spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity.\nYou gain a +10 enhancement bonus on Jump checks, and if you have a fly speed, that speed gains a +10-foot enhancement bonus.\nFurthermore, while this spell is active, you can activate a feather fall effect (as the spell) on yourself as an immediate action.\nThis benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.\nIf heart of air is active on you at the same time as heart of earth, heart of fire, or heart of water, you gain light fortification.\nIf all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.","short_description":"You feel light as a feather, as if the slightest breeze might knock you about.","material_components":"0","name":"Heart of Air","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2","full_text":"<div><p><h5>Heart of Air<\/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 \/ Sorcerer 2 \/ Wizard 2 \/ Wu Jen 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 (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>You feel light as a feather, as if the slightest breeze might knock you about.<br \/>This spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity.<br \/>You gain a +10 enhancement bonus on Jump checks, and if you have a fly speed, that speed gains a +10-foot enhancement bonus.<br \/>Furthermore, while this spell is active, you can activate a feather fall effect (as the spell) on yourself as an immediate action.<br \/>This benefit lasts for 1 round per level, at the end of which time the spell&#39;s entire effect ends.<br \/>If heart of air is active on you at the same time as heart of earth, heart of fire, or heart of water, you gain light fortification.<br \/>If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"You feel your flesh strengthen with the power of stone.\nThis spell converts part of your body into elemental earth, which toughens you considerably.\nYou gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack.\nYou also gain temporary hit points equal to twice your caster level (up to 30 hp).\nFurthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action.\nThis benefit lasts for 1 round per level (or until the stoneskin's total protection is consumed), at the end of which time the spell's entire effect ends.\nIf heart of earth is active on you at the same time as heart of air, heart of fire, or heart of water, you gain light fortification.\nIf all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.","short_description":"You feel your flesh strengthen with the power of stone.","material_components":"0","name":"Heart of Earth","level":"Druid 4 \/ Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4","full_text":"<div><p><h5>Heart of Earth<\/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 \/ 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>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>You feel your flesh strengthen with the power of stone.<br \/>This spell converts part of your body into elemental earth, which toughens you considerably.<br \/>You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack.<br \/>You also gain temporary hit points equal to twice your caster level (up to 30 hp).<br \/>Furthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action.<br \/>This benefit lasts for 1 round per level (or until the stoneskin&#39;s total protection is consumed), at the end of which time the spell&#39;s entire effect ends.<br \/>If heart of earth is active on you at the same time as heart of air, heart of fire, or heart of water, you gain light fortification.<br \/>If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"You feel a sudden flame burning within you.\nThis spell converts part of your body into elemental fire, which speeds your step and toughens your flesh.\nYou gain a +10-foot enhancement bonus to your land speed and resistance to fire 20.\nFurthermore, while this spell is active, you can activate a fire shield effect (as the spell; fire-based protection only) on yourself as a swift action.\nThis benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.\nIf heart of fire is active on you at the same time as heart of air,\nheart of earth, or heart of water, you gain light fortification.\nIf all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.","short_description":"You feel a sudden flame burning within you.","material_components":"0","name":"Heart of Fire","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":"<div><p><h5>Heart 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ 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<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 (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>You feel a sudden flame burning within you.<br \/>This spell converts part of your body into elemental fire, which speeds your step and toughens your flesh.<br \/>You gain a +10-foot enhancement bonus to your land speed and resistance to fire 20.<br \/>Furthermore, while this spell is active, you can activate a fire shield effect (as the spell; fire-based protection only) on yourself as a swift action.<br \/>This benefit lasts for 1 round per level, at the end of which time the spell&#39;s entire effect ends.<br \/>If heart of fire is active on you at the same time as heart of air,<br \/>heart of earth, or heart of water, you gain light fortification.<br \/>If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"The crashing of waves echoes in your ears.\nThis spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces.\nYou gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on\nSwim checks; see MM 311).\nYou also gain the ability to breathe water (as if under the effect of a water breathing spell).\nFinally, you gain a +5 enhancement bonus on Escape Artist checks.\nFurthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action.\nThis benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.\nIf heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification.\nIf all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.","short_description":"The crashing of waves echoes in your ears.","material_components":"0","name":"Heart of Water","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3","full_text":"<div><p><h5>Heart of Water<\/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 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<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 (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>The crashing of waves echoes in your ears.<br \/>This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces.<br \/>You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on<br \/>Swim checks; see MM 311).<br \/>You also gain the ability to breathe water (as if under the effect of a water breathing spell).<br \/>Finally, you gain a +5 enhancement bonus on Escape Artist checks.<br \/>Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action.<br \/>This benefit lasts for 1 round per level, at the end of which time the spell&#39;s entire effect ends.<br \/>If heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification.<br \/>If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal and 60 ft.","target":"You","effect":"","area":"10-to-60-ft. line","duration":"Instantaneous","saving_throw":"None and Reflex half","spell_resistance":"No and Yes","description":"With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.\nYou transform yourself into a line of lightning, similar to that created by the lightning bolt spell.\nThis line can be of any length from 10 feet to 60 feet, measured in 5-foot increments.\nYou reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit).\nYou can't bring along other creatures except for your familiar.\nThe line deals 1d6 points of electricity damage per caster level (maximum 15d6) to anything in its area.\nA successful Reflex save halves this damage, and spell resistance applies.","short_description":"With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking tr...","material_components":"0","name":"Lightning Leap","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Lightning Leap<\/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<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 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>None and Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No and Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.<br \/>You transform yourself into a line of lightning, similar to that created by the lightning bolt spell.<br \/>This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments.<br \/>You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit).<br \/>You can&#39;t bring along other creatures except for your familiar.<br \/>The line deals 1d6 points of electricity damage per caster level (maximum 15d6) to anything in its area.<br \/>A successful Reflex save halves this damage, and spell resistance applies.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"One former metallic item, destroyed by rust","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"Flecks of rust melt together and lose their ruddy hue.\nThe metal creaks as it re-forms and straightens itself.\nYou instantly restore a single metal object that has been damaged or destroyed by rust.\nThis works even if the object has been reduced to powder, such as by the rusting grasp spell.\nEven if the object is partly missing, such as one partially consumed by a rust monster, the spell functions as long as at least 1\/4 of the object remains.\nThis spell does not restore the magical properties of any magic item or construct destroyed by rust.\nA slain or destroyed metallic creature such as an iron golem is restored in physical form, but it remains dead, having lost all magical qualities.","short_description":"Flecks of rust melt together and lose their ruddy hue.","material_components":"0","name":"Rebirth of Iron","level":"Sorcerer 4 \/ Wizard 4 \/ Wu Jen 3","full_text":"<div><p><h5>Rebirth of Iron<\/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 \/ 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 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>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude 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>Flecks of rust melt together and lose their ruddy hue.<br \/>The metal creaks as it re-forms and straightens itself.<br \/>You instantly restore a single metal object that has been damaged or destroyed by rust.<br \/>This works even if the object has been reduced to powder, such as by the rusting grasp spell.<br \/>Even if the object is partly missing, such as one partially consumed by a rust monster, the spell functions as long as at least 1\/4 of the object remains.<br \/>This spell does not restore the magical properties of any magic item or construct destroyed by rust.<br \/>A slain or destroyed metallic creature such as an iron golem is restored in physical form, but it remains &quot;dead&quot;, having lost all magical qualities.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One weapon touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (object, harmless) and Fortitude negates","spell_resistance":"Yes (object, harmless)","description":"Your touch corrupts the substance beneath your fingers.\nWhere once it gleamed, it now grows dull and pitted.\nYou cause a rustlike patina to temporarily cover the target weapon.\n(Despite its name, the spell can affect any kind of weapon regardless of material).\nFor the duration of the spell, any living creature damaged by the weapon must succeed on a Fortitude save or contract filth fever (DMG 292).\nUse the spell's normal save DC for the initial saving throw, but use filth fever's normal DC 12 for later saves.\nMultiple applications of the disease do not stack, but even a creature that succeeds on one or more saves must continue to save each time it takes damage from the weapon.\nDespite the change in appearance, this spell has no ill effect on the target weapon.","short_description":"Your touch corrupts the substance beneath your fingers.","material_components":"0","name":"Rusted Blade","level":"Assassin 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4","full_text":"<div><p><h5>Rusted Blade<\/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 \/ 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>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 (object, harmless) and Fortitude negates<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>Your touch corrupts the substance beneath your fingers.<br \/>Where once it gleamed, it now grows dull and pitted.<br \/>You cause a rustlike patina to temporarily cover the target weapon.<br \/>(Despite its name, the spell can affect any kind of weapon regardless of material).<br \/>For the duration of the spell, any living creature damaged by the weapon must succeed on a Fortitude save or contract filth fever (<span class=caps>DMG<\/span> 292).<br \/>Use the spell&#39;s normal save DC for the initial saving throw, but use filth fever&#39;s normal DC 12 for later saves.<br \/>Multiple applications of the disease do not stack, but even a creature that succeeds on one or more saves must continue to save each time it takes damage from the weapon.<br \/>Despite the change in appearance, this spell has no ill effect on the target weapon.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Rust-red fur sprouts from your skin, and your back hunches over until you stand on four clawed feet.\nTendrils of black smoke curl from your fanged mouth.\nYou take the form of a hell hound (MM 151).\nYou gain 10 temporary hit points, which disappear at the end of the spell's duration.\nSee the Polymorph Subschool sidebar on page 91 for more details.","short_description":"Rust-red fur sprouts from your skin, and your back hunches over until you stand on four clawed feet.","material_components":"0","name":"Shape of the Hellspawned Stalker","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Shape of the Hellspawned Stalker<\/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 (Polymorph)<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 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>Rust-red fur sprouts from your skin, and your back hunches over until you stand on four clawed feet.<br \/>Tendrils of black smoke curl from your fanged mouth.<br \/>You take the form of a hell hound (MM 151).<br \/>You gain 10 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>See the Polymorph Subschool sidebar on page 91 for more details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"At your touch, your foe dissipates into a thick smoke, which flows smoothly into the receptacle you have prepared.\nYou transform the subject into smoke or gas, which is then stored inside the focus.\nThe subject remains trapped within the focus, unaware and ageless.\nIf the focus is ever broken or opened, the victim resumes his normal form in the same space as the focus.\nFocus: A tiny receptacle, such as a bottle or vase, of crystal or a similar material worth at least 100 gp.\nThe receptacle must be able to be sealed.","short_description":"At your touch, your foe dissipates into a thick smoke, which flows smoothly into the receptacle you h...","material_components":"0","name":"Smoky Confinement","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Smoky Confinement<\/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, 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>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>At your touch, your foe dissipates into a thick smoke, which flows smoothly into the receptacle you have prepared.<br \/>You transform the subject into smoke or gas, which is then stored inside the focus.<br \/>The subject remains trapped within the focus, unaware and ageless.<br \/>If the focus is ever broken or opened, the victim resumes his normal form in the same space as the focus.<br \/>Focus: A tiny receptacle, such as a bottle or vase, of crystal or a similar material worth at least 100 gp.<br \/>The receptacle must be able to be sealed.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You feel your body surge with mystic power that rivals that of the gods themselves.\nTranscend mortality was created as a last-ditch effort, a spell to use when all other options have failed.\nFor the duration of the spell, you are all but indestructible.\nYou gain the following benefits:\n* Damage reduction 30\/epic.\n* Spell resistance equal to 21 + you caster level.\n* Acid, cold, electricity, fire, and sonic resistance 50.\n* Immunity to ability damage, disease, energy drain, poison, and death effects.\n* +10 enhancement bonus on all saving throws.\n* You do not need to eat, drink, or breathe.\nAlthough this spell makes you effectively unkillable for the duration, that comes at a horrific price.\nYou gain these benefits by using up all your remaining life force.\nWhen the spell ends, you are instantly slain and reduced to a pile of dust (as disintegrate).\nThis effect allows no save and can't be prevented by any means, though you can be resurrected normally afterward.","short_description":"You feel your body surge with mystic power that rivals that of the gods themselves.","material_components":"0","name":"Transcend Mortality","level":"Wu Jen 9","full_text":"<div><p><h5>Transcend Mortality<\/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>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 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\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You feel your body surge with mystic power that rivals that of the gods themselves.<br \/>Transcend mortality was created as a last-ditch effort, a spell to use when all other options have failed.<br \/>For the duration of the spell, you are all but indestructible.<br \/>You gain the following benefits:\n\t<ul>\n\t\t<li>Damage reduction 30\/epic.<\/li>\n\t\t<li>Spell resistance equal to 21 + you caster level.<\/li>\n\t\t<li>Acid, cold, electricity, fire, and sonic resistance 50.<\/li>\n\t\t<li>Immunity to ability damage, disease, energy drain, poison, and death effects.<\/li>\n\t\t<li>+10 enhancement bonus on all saving throws.<\/li>\n\t\t<li>You do not need to eat, drink, or breathe.<\/li>\n\t<\/ul><br \/>Although this spell makes you effectively unkillable for the duration, that comes at a horrific price.<br \/>You gain these benefits by using up all your remaining life force.<br \/>When the spell ends, you are instantly slain and reduced to a pile of dust (as disintegrate).<br \/>This effect allows no save and can&#39;t be prevented by any means, though you can be resurrected normally afterward.<\/p><\/p>Reference: Complete Mage<\/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) or until expended","saving_throw":"","spell_resistance":"","description":"The power and purity of the unicorn surge through your veins.\nWhile this spell lasts, you gain immunity to poison and to compulsion and charm spells or effects.\nOnce while the spell lasts, you can use a swift action to bestow temporary hit points equal to your caster level (maximum 15) to another willing creature you touch.\nThis ends the duration of unicorn blood on you, though the temporary hit points last for the remainder of the original duration of the spell.\nYou can't use this ability on yourself.\nIf you are under the effect of this spell and the unicorn horn spell at the same time, you instead bestow temporary hit points equal to twice your caster level (maximum 30).","short_description":"The power and purity of the unicorn surge through your veins.","material_components":"0","name":"Unicorn Blood","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Unicorn 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 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>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>The power and purity of the unicorn surge through your veins.<br \/>While this spell lasts, you gain immunity to poison and to compulsion and charm spells or effects.<br \/>Once while the spell lasts, you can use a swift action to bestow temporary hit points equal to your caster level (maximum 15) to another willing creature you touch.<br \/>This ends the duration of unicorn blood on you, though the temporary hit points last for the remainder of the original duration of the spell.<br \/>You can&#39;t use this ability on yourself.<br \/>If you are under the effect of this spell and the unicorn horn spell at the same time, you instead bestow temporary hit points equal to twice your caster level (maximum 30).<\/p><\/p>Reference: Complete Mage 121<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"Your heart beats with the power of the unicorn.\nThis spell gives you a land speed of 60 feet.\nYou gain a +4 enhancement bonus on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.\nOnce while the spell lasts you can instantly transport yourself, all objects that you carry (up to your maximum load), and one other creature you touch up to 360 feet as a swift action.\nThe creature you transport does not count against your weight limit, but it too can't carry more than its maximum load.\nA familiar, special mount, or animal companion does not count against your weight limit or the single creature you can transport.\nYou are free to act after transporting, assuming you have not used your actions for the round prior to transporting.\nExcept as noted here, this effect works like a dimension door spell.\nTransporting in this fashion ends the spell's duration.\nIf you are under the effect of this spell and the unicorn blood spell at the same time, this spell also creates a magic circle against evil effect, which is centered on you.\nIf you are under the effect of this spell and the unicorn horn spell at the same time, you can use the horn to smite evil, dealing an extra 1 point of damage per level (maximum +20).\nYou can smite evil only once per casting of unicorn horn.\nIf you are the under the effect of this spell, unicorn blood,\nand unicorn horn at the same time, you gain damage reduction 5\/evil.","short_description":"Your heart beats with the power of the unicorn.","material_components":"0","name":"Unicorn Heart","level":"Druid 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Unicorn 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 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 hour\/level (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>Your heart beats with the power of the unicorn.<br \/>This spell gives you a land speed of 60 feet.<br \/>You gain a +4 enhancement bonus on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.<br \/>Once while the spell lasts you can instantly transport yourself, all objects that you carry (up to your maximum load), and one other creature you touch up to 360 feet as a swift action.<br \/>The creature you transport does not count against your weight limit, but it too can&#39;t carry more than its maximum load.<br \/>A familiar, special mount, or animal companion does not count against your weight limit or the single creature you can transport.<br \/>You are free to act after transporting, assuming you have not used your actions for the round prior to transporting.<br \/>Except as noted here, this effect works like a dimension door spell.<br \/>Transporting in this fashion ends the spell&#39;s duration.<br \/>If you are under the effect of this spell and the unicorn blood spell at the same time, this spell also creates a magic circle against evil effect, which is centered on you.<br \/>If you are under the effect of this spell and the unicorn horn spell at the same time, you can use the horn to smite evil, dealing an extra 1 point of damage per level (maximum +20).<br \/>You can smite evil only once per casting of unicorn horn.<br \/>If you are the under the effect of this spell, unicorn blood,<br \/>and unicorn horn at the same time, you gain damage reduction 5\/evil.<\/p><\/p>Reference: Complete Mage 121<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"One horn that sprouts from your forehead","area":"","duration":"1 minute\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"A horn like a unicorn's sprouts from your forehead. When you complete this spell, you grow a single horn about as long as your forearm from your forehead.  As a standard action, you can use this horn to make a single gore attack as a natural weapon.  A hit from the horn deals 1d8 points of piercing damage (if you are Medium) plus 1-1\/2 times your Strength bonus.  The horn overcomes damage reduction as if it were a magic weapon.\n\nAlternatively, you can use the horn in a charge attack. In this case, you deal double damage when you hit, or triple damage on a critical hit. \n\nAs a swift action while the spell lasts, you can invoke the power of good.  Doing this gives the horn a +3 enhancement bonus on attack rolls and damage rolls, allows it to overcome damage reduction as if it were good-aligned, and makes it deal an extra 3d6 points of damage against any evil-aligned creature of the following types: fey, giant, magical beast, or outsider.  This effect lasts for 1 round, after which the spell's duration ends.\n\nIf this spell is in effect when you cast unicorn blood:\/spells\/complete-mage--58\/unicorn-blood--886\/ or unicorn heart:\/spells\/complete-mage--58\/unicorn-heart--887\/, the combined magic has an enhanced effect. See those spells for details.","short_description":"A horn like a unicorn's sprouts from your forehead.","material_components":"0","name":"Unicorn Horn","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Unicorn Horn<\/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 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>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One horn that sprouts from your forehead<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>A horn like a unicorn&#39;s sprouts from your forehead. When you complete this spell, you grow a single horn about as long as your forearm from your forehead.  As a standard action, you can use this horn to make a single gore attack as a natural weapon.  A hit from the horn deals 1d8 points of piercing damage (if you are Medium) plus 1-1\/2 times your Strength bonus.  The horn overcomes damage reduction as if it were a magic weapon.<\/p>\n\n\t<p>Alternatively, you can use the horn in a charge attack. In this case, you deal double damage when you hit, or triple damage on a critical hit. <\/p>\n\n\t<p>As a swift action while the spell lasts, you can invoke the power of good.  Doing this gives the horn a +3 enhancement bonus on attack rolls and damage rolls, allows it to overcome damage reduction as if it were good-aligned, and makes it deal an extra 3d6 points of damage against any evil-aligned creature of the following types: fey, giant, magical beast, or outsider.  This effect lasts for 1 round, after which the spell&#39;s duration ends.<\/p>\n\n\t<p>If this spell is in effect when you cast <a href=\/spells\/complete-mage--58\/unicorn-blood--886\/>unicorn blood<\/a> or <a href=\/spells\/complete-mage--58\/unicorn-heart--887\/>unicorn heart<\/a>, the combined magic has an enhanced effect. See those spells for details.<\/p><\/p>Reference: Complete Mage 121<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your flesh turns into solid onyx, and your muscled fists crackle with the unbridled power of thunder and lightning.\nYou take the form of a marut (MM 159), including the full plate armor normally worn by such a creature.\nYou gain 50 temporary hit points, which disappear at the end of the spell's duration.\nYou can use each of the marut's at-will spell-like abilities (such as dimension door) once per casting of the spell, but you don't gain access to any of the marut's 1\/day or 1\/week spell-like abilities (such as chain lightning or earthquake).\nSee the Polymorph Subschool sidebar on page 91 for more details.","short_description":"Your flesh turns into solid onyx, and your muscled fists crackle with the unbridled power of thunder ...","material_components":"0","name":"Unyielding Form of Inevitable Death","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Unyielding Form of Inevitable 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>Transmutation (Polymorph)<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 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>Your flesh turns into solid onyx, and your muscled fists crackle with the unbridled power of thunder and lightning.<br \/>You take the form of a marut (MM 159), including the full plate armor normally worn by such a creature.<br \/>You gain 50 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>You can use each of the marut&#39;s at-will spell-like abilities (such as dimension door) once per casting of the spell, but you don&#39;t gain access to any of the marut&#39;s 1\/day or 1\/week spell-like abilities (such as chain lightning or earthquake).<br \/>See the Polymorph Subschool sidebar on page 91 for more details.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You weave two spells together in your mind and release them in a single burst of magic.\nWhen you cast this spell, choose any 1st-level sorcerer spell you know and any 4th-level or lower sorcerer spell you know.\nNeither spell chosen can have a casting time longer than 1 standard action.\nBoth spells take effect in the order you choose, as if you had cast them one after the other using only one standard action, but you don't expend any additional spell slots to cast those spells.\nEffectively, you cast two other spells using this spell's 5th-level spell slot.\nEach of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell's level.\nIf either spell requires a material component, focus, XP cost, or other special cost, these must be used or paid as part of the casting of arcane fusion.","short_description":"You weave two spells together in your mind and release them in a single burst of magic.","material_components":"0","name":"Arcane Fusion","level":"Sorcerer 5","full_text":"<div><p><h5>Arcane Fusion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 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>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You weave two spells together in your mind and release them in a single burst of magic.<br \/>When you cast this spell, choose any 1st-level sorcerer spell you know and any 4th-level or lower sorcerer spell you know.<br \/>Neither spell chosen can have a casting time longer than 1 standard action.<br \/>Both spells take effect in the order you choose, as if you had cast them one after the other using only one standard action, but you don&#39;t expend any additional spell slots to cast those spells.<br \/>Effectively, you cast two other spells using this spell&#39;s 5th-level spell slot.<br \/>Each of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell&#39;s level.<br \/>If either spell requires a material component, focus, XP cost, or other special cost, these must be used or paid as part of the casting of arcane fusion.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"You weave two powerful spells together in your mind and release them in a single intertwined display of magical prowess.\nThis spell works like arcane fusion, except that you choose any 4th-level or lower sorcerer spell that you know and any 7th-level or lower sorcerer spell that you know to cast together.","short_description":"You weave two powerful spells together in your mind and release them in a single intertwined display ...","material_components":"0","name":"Arcane Fusion, Greater","level":"Sorcerer 8","full_text":"<div><p><h5>Arcane Fusion, 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>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 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>You weave two powerful spells together in your mind and release them in a single intertwined display of magical prowess.<br \/>This spell works like arcane fusion, except that you choose any 4th-level or lower sorcerer spell that you know and any 7th-level or lower sorcerer spell that you know to cast together.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You feel slightly dizzy as the power of your spell rewrites the knowledge within your mind.\nRary's arcane conversion allows you to exchange a prepared wizard spell for another spell of equal or lower level.\nFor instance, upon casting this spell, you could choose to lose a prepared fly spell and have fireball prepared in its place.\nThe replacement spell must be one already scribed in your spellbook.\nThe new spell is now prepared and ready to cast as normal, just as though you had prepared it when you last studied your spells.","short_description":"You feel slightly dizzy as the power of your spell rewrites the knowledge within your mind.","material_components":"0","name":"Rary's Arcane Conversion","level":"Wizard 6","full_text":"<div><p><h5>Rary's Arcane Conversion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>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>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You feel slightly dizzy as the power of your spell rewrites the knowledge within your mind.<br \/>Rary&#39;s arcane conversion allows you to exchange a prepared wizard spell for another spell of equal or lower level.<br \/>For instance, upon casting this spell, you could choose to lose a prepared fly spell and have fireball prepared in its place.<br \/>The replacement spell must be one already scribed in your spellbook.<br \/>The new spell is now prepared and ready to cast as normal, just as though you had prepared it when you last studied your spells.<\/p><\/p>Reference: Complete Mage<\/div>","reference":"User"},{"school":"Abjuration","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 hour\/level (D)","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes","description":"A ghostly great helm that only you can see appears around your companion's head, warding her mind against control.\nYou shield your subject against mind-controlling spells and abilities.\nDisobedience blocks any attempt to exercise mental control over the subject creature, including charm and compulsion effects that grant ongoing control over the subject, such as dominate person or a vampire's dominate ability.\nThe protection does not prevent such effects from targeting a subject affected by disobedience, but it suppresses the effect for the duration of this spell.\nIf disobedience ends before the effect granting mental control does, the would-be controller becomes able to mentally command the targeted creature.\nIn addition to protecting the subject, disobedience sends false information to the creature that is attempting to gain control of the subject.\nThe would-be controller must succeed on a Will save or believe that its spell or ability has taken effect and that the target is now under its control.\nThe spell's subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller's orders or going along with them in a pretense of obedience.\nMaterial Component: A scrap of tin.","short_description":"A ghostly great helm that only you can see appears around your companion's head, warding her mind aga...","material_components":"0","name":"Disobedience","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Disobedience<\/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 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 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); 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 ghostly great helm that only you can see appears around your companion&#39;s head, warding her mind against control.<br \/>You shield your subject against mind-controlling spells and abilities.<br \/>Disobedience blocks any attempt to exercise mental control over the subject creature, including charm and compulsion effects that grant ongoing control over the subject, such as dominate person or a vampire&#39;s dominate ability.<br \/>The protection does not prevent such effects from targeting a subject affected by disobedience, but it suppresses the effect for the duration of this spell.<br \/>If disobedience ends before the effect granting mental control does, the would-be controller becomes able to mentally command the targeted creature.<br \/>In addition to protecting the subject, disobedience sends false information to the creature that is attempting to gain control of the subject.<br \/>The would-be controller must succeed on a Will save or believe that its spell or ability has taken effect and that the target is now under its control.<br \/>The spell&#39;s subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller&#39;s orders or going along with them in a pretense of obedience.<br \/>Material Component: A scrap of tin.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft.-radius spherical emanation, centered on you","duration":"Concentration, up to 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Jarring, discordant noises fill the area, making it difficult for others to concentrate.\nYou create a zone of disruptive arcane harmonies that interfere with spells that have verbal components.\nCasters within the area find their spells' spoken words warped, twisted, and blurred, disrupting their efforts.\nAny creature (other than you) that attempts to cast a spell with a verbal component in this area must succeed on a Concentration check (DC 20 + the spell's level).\nOn a failure, the spell fails to function and the caster expends the spell or spell slot as normal.\nHarmonic void has no effect on supernatural abilities, magic\nitems, and other magical effects.\nIt affects only spells with verbal components.","short_description":"Jarring, discordant noises fill the area, making it difficult for others to concentrate.","material_components":"0","name":"Harmonic Void","level":"Bard 5","full_text":"<div><p><h5>Harmonic Void<\/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<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>Concentration, up to 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>Jarring, discordant noises fill the area, making it difficult for others to concentrate.<br \/>You create a zone of disruptive arcane harmonies that interfere with spells that have verbal components.<br \/>Casters within the area find their spells&#39; spoken words warped, twisted, and blurred, disrupting their efforts.<br \/>Any creature (other than you) that attempts to cast a spell with a verbal component in this area must succeed on a Concentration check (DC 20 + the spell&#39;s level).<br \/>On a failure, the spell fails to function and the caster expends the spell or spell slot as normal.<br \/>Harmonic void has no effect on supernatural abilities, magic<br \/>items, and other magical effects.<br \/>It affects only spells with verbal components.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Uttering a rapid series of words and reaching out your hand, you surround your comrade with a thin, blurry haze.\nAny time the subject of this spell might provoke attacks of opportunity, he can choose to activate this spell's effect (this does not require an action).\nUpon doing so, he contorts or moves so swiftly as to deny one opponent one attack of opportunity.\nBecause the opponent never makes its attack of opportunity, its total number of attacks of opportunity per round is not reduced.\nOnce the subject negates an attack of opportunity in this way, the spell ends.\nIt is possible for the subject to provoke an attack of opportunity, activate this spell's effect to cancel it, and then provoke and be susceptible to another attack of opportunity in the same round.\nThe subject does not have to activate the spell's effect to negate the first attack of opportunity he provokes but can save the effect until he chooses to use it or the duration ends.","short_description":"Uttering a rapid series of words and reaching out your hand, you surround your comrade with a thin, b...","material_components":"0","name":"Opportune Dodge","level":"Bard 2","full_text":"<div><p><h5>Opportune Dodge<\/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 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>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>Uttering a rapid series of words and reaching out your hand, you surround your comrade with a thin, blurry haze.<br \/>Any time the subject of this spell might provoke attacks of opportunity, he can choose to activate this spell&#39;s effect (this does not require an action).<br \/>Upon doing so, he contorts or moves so swiftly as to deny one opponent one attack of opportunity.<br \/>Because the opponent never makes its attack of opportunity, its total number of attacks of opportunity per round is not reduced.<br \/>Once the subject negates an attack of opportunity in this way, the spell ends.<br \/>It is possible for the subject to provoke an attack of opportunity, activate this spell&#39;s effect to cancel it, and then provoke and be susceptible to another attack of opportunity in the same round.<br \/>The subject does not have to activate the spell&#39;s effect to negate the first attack of opportunity he provokes but can save the effect until he chooses to use it or the duration ends.<\/p><\/p>Reference: Complete Scoundrel<\/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","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Winding your magical grip around the dweomers that augment your opponent, you rip them away and feel their energy rise around you.\nYou attempt to steal an opponent's beneficial spell effects for yourself.\nUpon casting this spell, you instantly discern all spells currently affecting the target (including their effects).\nFor each spell so discerned, you can make a dispel check (1d20 + your caster level, maximum +15) against a DC of 11 + the spell's caster level.\nIf the check succeeds, you gain the effect of the spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses that effect.\nOnly spells capable of being dispelled can be affected by spell theft.\nIn addition, if you are not a legal target of the spell to be stolen, your dispel check automatically fails.\nFor example, if you cast spell theft on a dire bear affected by bull's strength and animal growth, you could steal only the effect of the first spell unless you were also of the animal type.","short_description":"Winding your magical grip around the dweomers that augment your opponent, you rip them away and feel ...","material_components":"0","name":"Spell Theft","level":"Bard 4 \/ Hexblade 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Spell Theft<\/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 4 \/ Hexblade 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 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>No<br\/><\/td><\/tr><\/table><p>\t<p>Winding your magical grip around the dweomers that augment your opponent, you rip them away and feel their energy rise around you.<br \/>You attempt to steal an opponent&#39;s beneficial spell effects for yourself.<br \/>Upon casting this spell, you instantly discern all spells currently affecting the target (including their effects).<br \/>For each spell so discerned, you can make a dispel check (1d20 + your caster level, maximum +15) against a DC of 11 + the spell&#39;s caster level.<br \/>If the check succeeds, you gain the effect of the spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses that effect.<br \/>Only spells capable of being dispelled can be affected by spell theft.<br \/>In addition, if you are not a legal target of the spell to be stolen, your dispel check automatically fails.<br \/>For example, if you cast spell theft on a dire bear affected by bull&#39;s strength and animal growth, you could steal only the effect of the first spell unless you were also of the animal type.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 swift action","range":"0 ft.","target":"","effect":"5-ft. cube of wood","area":"","duration":"3 rounds","saving_throw":"No","spell_resistance":"None","description":"You drop a tiny wooden block before you.\nIt rapidly begins growing and hits the ground with a heavy thud, now a perfect 5-foot cube of dense wood.\nYou call a cube of solid wood, 5 feet on a side, into being.\nThe cube must be created upon solid ground in an empty square.\nIf no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails.\nThe cube weighs 2,000 pounds.\nIt has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square.\nMultiple cubes can be stacked.\nIf it is pushed into water, the cube floats.\nMaterial Component: A block of wood, less than 3 inches on a side.","short_description":"You drop a tiny wooden block before you.","material_components":"0","name":"Blockade","level":"Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Blockade<\/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 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, 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>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft. cube of wood<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<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>None<br\/><\/td><\/tr><\/table><p>\t<p>You drop a tiny wooden block before you.<br \/>It rapidly begins growing and hits the ground with a heavy thud, now a perfect 5-foot cube of dense wood.<br \/>You call a cube of solid wood, 5 feet on a side, into being.<br \/>The cube must be created upon solid ground in an empty square.<br \/>If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails.<br \/>The cube weighs 2,000 pounds.<br \/>It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square.<br \/>Multiple cubes can be stacked.<br \/>If it is pushed into water, the cube floats.<br \/>Material Component: A block of wood, less than 3 inches on a side.<\/p><\/p>Reference: Complete Scoundrel<\/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":"A duplicate of yourself","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"Plucking out one of your own hairs, you make a beckoning motion.\nA double of you appears nearby.\nYou create a fetch, a perfect replica of your form at the time you cast this spell.\nLittle more than an animated reproduction, a fetch is mindless but capable of performing simple tasks or imitating you.\nThe creation is the same size as you and occupies space just as a living creature does.\nYou have a mental connection with your fetch and can give it new orders as a standard action.\nThe fetch duplicates your form in every way but texture.\nYou must make a Disguise check when you cast the spell to determine how good the likeness is; this result is opposed by observers' Spot checks as normal.\nAnyone touching the fetch finds it rubbery and soft, and in so doing immediately realizes its magical nature.\nThe fetch's body includes useless versions of all the equipment you possess: A weapon wielded by the fetch is too flimsy to deal damage, and tools it carries are fragile and imprecise.\nItems created with a fetch are part of its form and dissipate if separated from it.\nAt your order, the fetch can retrieve things for you, open unstuck doors, hold chairs, and the like, as well as perform menial tasks such as cleaning and mending.\nThe fetch can't perform any task that requires a skill check with a DC higher than 10 or that requires a skill that can't be used untrained.\nIt can perform only one activity at a time, but it repeats the same activity tirelessly if ordered to do so as long as you remain within the spell's range.\nYou can have the fetch imitate you, such as by sitting at a desk and pretending to write, lying in bed and breathing deeply, or skulking with a weapon drawn.\nIt can even imitate tasks it can't actually perform, though it automatically fails any attempt at such performance--for instance, even though a fetch can pretend to decipher an ancient text, it can't actually do it.\nThe fetch weighs roughly the same as you do, so it can trigger any traps you would if you were to pass through the same space, setting off tripwires, pressure plates, some magical forms of detection, and similar devices.\nIts land speed is normal for a creature of your kind (for example, 30 feet for a human or 20 feet for a halfling).\nEven if you normally have other modes of movement available (such as a fly or swim speed), the fetch can't use those.\nThe fetch automatically fails any saving throw required of it.\nIf you attempt to send it beyond the spell's range (measured from your current position), it ceases to exist.\nThe fetch has an effective Strength score of 6, so it can lift 60 pounds or drag 300 pounds.\nIts Dexterity is 10, so it has an AC of 10 (plus size modifier).\nIt gains no AC benefit from any equipment or effect on you when the spell is cast (such as armor you wear, since the armor created for it is part of its form), though it can then wear real armor or other items to increase its Armor Class.\nIt has no Constitution score and 10 hit points; if reduced to 0 hit points, it is destroyed.\nIt can't be healed, nor can it benefit from temporary hit points.\nThe fetch has no Intelligence, Wisdom, or Charisma score.\nYou can command it to make noise, but it can't communicate in any way, nor can it understand instructions other than the simple orders you give it telepathically.\nThe fetch cannot attack in any way; it is never allowed an attack roll.\nEven if armed, it doesn't threaten an area around it and thus can't flank an enemy, nor can it use the aid another action to improve your Armor Class or attack rolls.\nThe fetch has the same alignment aura as you do.\nDetect thoughts does not register its existence (since it has no Intelligence), but detect magic reveals it as a magical effect.\nMaterial Component:One of your own hairs.","short_description":"Plucking out one of your own hairs, you make a beckoning motion.","material_components":"0","name":"Create Fetch","level":"Assassin 3 \/ Bard 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Create Fetch<\/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 \/ Bard 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>Effect:<\/b><br\/><\/td><td>A duplicate of yourself<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>Plucking out one of your own hairs, you make a beckoning motion.<br \/>A double of you appears nearby.<br \/>You create a fetch, a perfect replica of your form at the time you cast this spell.<br \/>Little more than an animated reproduction, a fetch is mindless but capable of performing simple tasks or imitating you.<br \/>The creation is the same size as you and occupies space just as a living creature does.<br \/>You have a mental connection with your fetch and can give it new orders as a standard action.<br \/>The fetch duplicates your form in every way but texture.<br \/>You must make a Disguise check when you cast the spell to determine how good the likeness is; this result is opposed by observers&#39; Spot checks as normal.<br \/>Anyone touching the fetch finds it rubbery and soft, and in so doing immediately realizes its magical nature.<br \/>The fetch&#39;s body includes useless versions of all the equipment you possess: A weapon wielded by the fetch is too flimsy to deal damage, and tools it carries are fragile and imprecise.<br \/>Items created with a fetch are part of its form and dissipate if separated from it.<br \/>At your order, the fetch can retrieve things for you, open unstuck doors, hold chairs, and the like, as well as perform menial tasks such as cleaning and mending.<br \/>The fetch can&#39;t perform any task that requires a skill check with a DC higher than 10 or that requires a skill that can&#39;t be used untrained.<br \/>It can perform only one activity at a time, but it repeats the same activity tirelessly if ordered to do so as long as you remain within the spell&#39;s range.<br \/>You can have the fetch imitate you, such as by sitting at a desk and pretending to write, lying in bed and breathing deeply, or skulking with a weapon drawn.<br \/>It can even imitate tasks it can&#39;t actually perform, though it automatically fails any attempt at such performance&#8212;for instance, even though a fetch can pretend to decipher an ancient text, it can&#39;t actually do it.<br \/>The fetch weighs roughly the same as you do, so it can trigger any traps you would if you were to pass through the same space, setting off tripwires, pressure plates, some magical forms of detection, and similar devices.<br \/>Its land speed is normal for a creature of your kind (for example, 30 feet for a human or 20 feet for a halfling).<br \/>Even if you normally have other modes of movement available (such as a fly or swim speed), the fetch can&#39;t use those.<br \/>The fetch automatically fails any saving throw required of it.<br \/>If you attempt to send it beyond the spell&#39;s range (measured from your current position), it ceases to exist.<br \/>The fetch has an effective Strength score of 6, so it can lift 60 pounds or drag 300 pounds.<br \/>Its Dexterity is 10, so it has an AC of 10 (plus size modifier).<br \/>It gains no AC benefit from any equipment or effect on you when the spell is cast (such as armor you wear, since the armor created for it is part of its form), though it can then wear real armor or other items to increase its Armor Class.<br \/>It has no Constitution score and 10 hit points; if reduced to 0 hit points, it is destroyed.<br \/>It can&#39;t be healed, nor can it benefit from temporary hit points.<br \/>The fetch has no Intelligence, Wisdom, or Charisma score.<br \/>You can command it to make noise, but it can&#39;t communicate in any way, nor can it understand instructions other than the simple orders you give it telepathically.<br \/>The fetch cannot attack in any way; it is never allowed an attack roll.<br \/>Even if armed, it doesn&#39;t threaten an area around it and thus can&#39;t flank an enemy, nor can it use the aid another action to improve your Armor Class or attack rolls.<br \/>The fetch has the same alignment aura as you do.<br \/>Detect thoughts does not register its existence (since it has no Intelligence), but detect magic reveals it as a magical effect.<br \/>Material Component:One of your own hairs.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"One invisible rune","area":"","duration":"24 hours","saving_throw":"None (harmless)","spell_resistance":"No (harmless)","description":"As you finish scribing this bloody rune, the mark flares for an instant and then vanishes.\nEven though the rune has disappeared, you feel as though you can step back to it simply by willing it.\nYou create a magical mark that you can teleport to at a moment's notice.\nUpon casting this spell and touching a surface or inanimate object, you create an invisible rune like that created by the spell arcane mark (PH 201).\nAt any point during the spell's duration you can teleport (as the greater teleport spell) back to the mark as a swift action.\nThis ends the spell's duration.\nAfter teleporting in this way, you can't take any other actions until your next turn.\nThe mark created by this spell can be detected in the same ways that an invisible arcane mark can be.\nYou are not alerted if the mark is dispelled or the object upon which it is inscribed is destroyed.\nAny attempt to teleport back to a dispelled or destroyed mark still requires a swift action but fails.\nIf you created the evacuation rune upon a portable object, that object can be moved by another creature.\nYou have no knowledge of whether your mark has been moved or where, and upon teleporting to its location, you are subject to any adverse conditions.\nIf the mark has been moved to another plane, any attempt to teleport to it fails.\nIf the object inscribed with the evacuation rune is moved somewhere too small for you to appear or is otherwise covered by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.\nIf there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet.\nIf there is no free space within 1,000 feet, you take an additional 4d6 points of damage, and the teleport attempt simply fails.\nMaterial Component: The blood of an owl, hawk, or eagle.","short_description":"As you finish scribing this bloody rune, the mark flares for an instant and then vanishes.","material_components":"0","name":"Evacuation Rune","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Evacuation Rune<\/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 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 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 invisible rune<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 (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>As you finish scribing this bloody rune, the mark flares for an instant and then vanishes.<br \/>Even though the rune has disappeared, you feel as though you can step back to it simply by willing it.<br \/>You create a magical mark that you can teleport to at a moment&#39;s notice.<br \/>Upon casting this spell and touching a surface or inanimate object, you create an invisible rune like that created by the spell arcane mark (PH 201).<br \/>At any point during the spell&#39;s duration you can teleport (as the greater teleport spell) back to the mark as a swift action.<br \/>This ends the spell&#39;s duration.<br \/>After teleporting in this way, you can&#39;t take any other actions until your next turn.<br \/>The mark created by this spell can be detected in the same ways that an invisible arcane mark can be.<br \/>You are not alerted if the mark is dispelled or the object upon which it is inscribed is destroyed.<br \/>Any attempt to teleport back to a dispelled or destroyed mark still requires a swift action but fails.<br \/>If you created the evacuation rune upon a portable object, that object can be moved by another creature.<br \/>You have no knowledge of whether your mark has been moved or where, and upon teleporting to its location, you are subject to any adverse conditions.<br \/>If the mark has been moved to another plane, any attempt to teleport to it fails.<br \/>If the object inscribed with the evacuation rune is moved somewhere too small for you to appear or is otherwise covered by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.<br \/>If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet.<br \/>If there is no free space within 1,000 feet, you take an additional 4d6 points of damage, and the teleport attempt simply fails.<br \/>Material Component: The blood of an owl, hawk, or eagle.<\/p><\/p>Reference: Complete Scoundrel<\/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":"Hands sprout from a wall in an area of up to four 5-ft. squares (S)","area":"","duration":"Concentration (max.","saving_throw":"","spell_resistance":"","description":"1 round\/level) + 3 rounds\nSaving Throw: Reflex negates\nSpell Resistance: No\nHundreds of disembodied hands burst from the wall, forming a sea of clutching, probing appendages.\nYou cause hands to sprout from a wall within range.\nThis spell simply adds grasping hands to an existing wall rather than creating a wall of a substance.\nAll opponents adjacent to the wall are entangled unless they succeed on Reflex saves.\nAn opponent must repeat this save each round it remains adjacent to the wall.\nAllied creatures are not entangled, and in fact can use the hands to gain a +10 competence bonus on Climb checks to scale the wall.\nIf the spell ends while you are climbing, you immediately fall but can make a normal Climb check to catch yourself (PH 69).\nAny objects on a wall affected by the spell are unharmed; doors, windows, and other apertures in the wall can be opened or closed as normal.\nMaterial Component: A handful of fingernails.","short_description":"1 round\/level) + 3 rounds\nSaving Throw: Reflex negates\nSpell Resistance: No\nHundreds of disembodied h...","material_components":"0","name":"Grasping Wall","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Grasping Wall<\/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>Effect:<\/b><br\/><\/td><td>Hands sprout from a wall in an area of up to four 5-ft. squares (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (max.<br\/><\/td><\/tr><\/table><p>\t<p>1 round\/level) + 3 rounds<br \/>Saving Throw: Reflex negates<br \/>Spell Resistance: No<br \/>Hundreds of disembodied hands burst from the wall, forming a sea of clutching, probing appendages.<br \/>You cause hands to sprout from a wall within range.<br \/>This spell simply adds grasping hands to an existing wall rather than creating a wall of a substance.<br \/>All opponents adjacent to the wall are entangled unless they succeed on Reflex saves.<br \/>An opponent must repeat this save each round it remains adjacent to the wall.<br \/>Allied creatures are not entangled, and in fact can use the hands to gain a +10 competence bonus on Climb checks to scale the wall.<br \/>If the spell ends while you are climbing, you immediately fall but can make a normal Climb check to catch yourself (PH 69).<br \/>Any objects on a wall affected by the spell are unharmed; doors, windows, and other apertures in the wall can be opened or closed as normal.<br \/>Material Component: A handful of fingernails.<\/p><\/p>Reference: Complete Scoundrel<\/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":"Wall of pests whose area is up to four 5-ft. squares (S)","area":"","duration":"Concentration + 1 round\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs roil up from beneath the earth.\nYou cause a thick but porous wall, alive with hungry bugs, to buzz and scuttle into existence.\nIt provides concealment in both directions, imposing a 20% miss chance on any attacks passing through it.\nYou cannot conjure the wall so that it occupies the same space as a creature.\nAny living creature passing through the wall is subjected to hundreds of tiny bites.\nIt takes 2d6 points of damage and must succeed on a Fortitude save or be nauseated for 1 round.\nAny creature becoming nauseated while moving through the wall can complete itsmove action, but cannot take a standard action in that round.\nThe wall of vermin is immune to weapon damage, though it can be affected by area spells and effects (such as burning hands or cone of cold).\nIt has 20 hit points and automatically fails any save.\nDisintegrate has no effect on a wall of vermin, since it is not a single physical object, though any wind of 50 mph or greater breaks it up for 1 round.\nDespite its appearance, a wall of vermin is not made up of natural creatures, and thus is unaffected by spells that affect animals or vermin.","short_description":"Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs roil ...","material_components":"0","name":"Wall of Vermin","level":"Druid 3","full_text":"<div><p><h5>Wall of Vermin<\/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 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>Effect:<\/b><br\/><\/td><td>Wall of pests whose area is up to four 5-ft. squares (S)<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>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs roil up from beneath the earth.<br \/>You cause a thick but porous wall, alive with hungry bugs, to buzz and scuttle into existence.<br \/>It provides concealment in both directions, imposing a 20% miss chance on any attacks passing through it.<br \/>You cannot conjure the wall so that it occupies the same space as a creature.<br \/>Any living creature passing through the wall is subjected to hundreds of tiny bites.<br \/>It takes 2d6 points of damage and must succeed on a Fortitude save or be nauseated for 1 round.<br \/>Any creature becoming nauseated while moving through the wall can complete itsmove action, but cannot take a standard action in that round.<br \/>The wall of vermin is immune to weapon damage, though it can be affected by area spells and effects (such as burning hands or cone of cold).<br \/>It has 20 hit points and automatically fails any save.<br \/>Disintegrate has no effect on a wall of vermin, since it is not a single physical object, though any wind of 50 mph or greater breaks it up for 1 round.<br \/>Despite its appearance, a wall of vermin is not made up of natural creatures, and thus is unaffected by spells that affect animals or vermin.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Divination","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":"Every thrumming vein, every strained muscle, and every pulsing organ of those nearby becomes visible to your eyes, showing you exactly where to place a healing hand... or a deadly strike.\nYou gain a macabre change to your vision that seemingly peels away skin and sinew to reveal the flesh beneath.\nYou gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 1 extra point of damage per level of the spell.\nYou also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target's most vital points.\n(This effect makes the spell popular among less benevolent casters).\nHealer's vision does not grant you the ability to make a precision-based attack if you don't already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.\nThis spell does not reveal the true forms of creatures affected by illusions or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.","short_description":"Every thrumming vein, every strained muscle, and every pulsing organ of those nearby becomes visible ...","material_components":"0","name":"Healer's Vision","level":"Assassin 1 \/ Cleric 1","full_text":"<div><p><h5>Healer's Vision<\/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 \/ 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 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>Every thrumming vein, every strained muscle, and every pulsing organ of those nearby becomes visible to your eyes, showing you exactly where to place a healing hand&#8230; or a deadly strike.<br \/>You gain a macabre change to your vision that seemingly peels away skin and sinew to reveal the flesh beneath.<br \/>You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 1 extra point of damage per level of the spell.<br \/>You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target&#39;s most vital points.<br \/>(This effect makes the spell popular among less benevolent casters).<br \/>Healer&#39;s vision does not grant you the ability to make a precision-based attack if you don&#39;t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.<br \/>This spell does not reveal the true forms of creatures affected by illusions or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S, M, AF","casting_time":"1 hour","range":"See text","target":"","effect":"Magical sensor","area":"","duration":"1 minute\/level","saving_throw":"No","spell_resistance":"No","description":"At the culmination of this long ritual, you gaze into your scrying focus and stretch out your sight.\nThe mists within the reflective surface dissipate, and suddenly you can see and hear a familiar place.\nYou can see and hear what occurs at a location, which can be at any distance on the same plane where you are located.\nYou must make a successful caster level check (1d20 + your caster level) to scry a specific location.\nThe difficulty of this check depends on how familiar you are with that location and what sort of physical connection (if any) you have to that place.\nFurthermore, the difficulty to scry the desired locale increases if the location is extremely far removed, indoors or underground, or on another plane.\nThe DC of this check is 20 + any modifiers related to your knowledge of the area, your connection to it, and the location's distance, as set out in the following table.\nIf you fail this check, the scrying attempt simply fails.\nIf the caster level check succeeds, you create an invisible magical sensor in any location you desire.\nThrough this sensor you can both see and hear, your vantage and range of vision being the same as if you were actually at that place, allowing you to make Spot and Listen checks as normal.\nYou can rotate the sensor as you wish, seeing in any direction you desire.\nOnce the spell is cast, however, you cannot change the position of the sensor.\nAs with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects.\nIn addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.\nIf the caster level check fails, you can't attempt to scry on any place within 1 mile of that location until 24 hours have passed.\nArcane Material Component: The eye of a mole, a badger, or a xorn, plus nitric acid, copper, and zinc.\nWizard, Sorcerer, or Bard Focus: 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.\nCleric Focus: A holy water font costing not less than 100 gp.\nDruid Focus: A natural pool of water.","short_description":"At the culmination of this long ritual, you gaze into your scrying focus and stretch out your sight.","material_components":"0","name":"Scry Location","level":"Bard 5 \/ Cleric 7 \/ Druid 7 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Scry Location<\/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 5 \/ Cleric 7 \/ Druid 7 \/ Sorcerer 6 \/ Wizard 6<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 hour<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>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 minute\/level<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>No<br\/><\/td><\/tr><\/table><p>\t<p>At the culmination of this long ritual, you gaze into your scrying focus and stretch out your sight.<br \/>The mists within the reflective surface dissipate, and suddenly you can see and hear a familiar place.<br \/>You can see and hear what occurs at a location, which can be at any distance on the same plane where you are located.<br \/>You must make a successful caster level check (1d20 + your caster level) to scry a specific location.<br \/>The difficulty of this check depends on how familiar you are with that location and what sort of physical connection (if any) you have to that place.<br \/>Furthermore, the difficulty to scry the desired locale increases if the location is extremely far removed, indoors or underground, or on another plane.<br \/>The DC of this check is 20 + any modifiers related to your knowledge of the area, your connection to it, and the location&#39;s distance, as set out in the following table.<br \/>If you fail this check, the scrying attempt simply fails.<br \/>If the caster level check succeeds, you create an invisible magical sensor in any location you desire.<br \/>Through this sensor you can both see and hear, your vantage and range of vision being the same as if you were actually at that place, allowing you to make Spot and Listen checks as normal.<br \/>You can rotate the sensor as you wish, seeing in any direction you desire.<br \/>Once the spell is cast, however, you cannot change the position of the sensor.<br \/>As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects.<br \/>In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.<br \/>If the caster level check fails, you can&#39;t attempt to scry on any place within 1 mile of that location until 24 hours have passed.<br \/>Arcane Material Component: The eye of a mole, a badger, or a xorn, plus nitric acid, copper, and zinc.<br \/>Wizard, Sorcerer, or Bard 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.<br \/>Cleric Focus: A holy water font costing not less than 100 gp.<br \/>Druid Focus: A natural pool of water.<\/p><\/p>Reference: Complete Scoundrel<\/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 or until triggered, then 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You slide your finger over a coin, imbuing it with a tiny fraction of your own senses.\nYou imbue a Fine object (such as a coin, stone, or other innocuous item) with a dormant magical scrying sensor.\nAnyone attempting to detect its magical aura must succeed on a caster level check (DC 15 + your caster level).\nAt any one time during the spell's duration, as a standard action you can concentrate upon the object, enabling you to hear or see (your choice) as if you were in the object's location.\nThis effect otherwise functions as if you had cast clairaudience\/clairvoyance in the object's area.\nYou have no control over the object's movement and gain no special senses.\nSpymaster's coin functions only on the plane of existence you are currently occupying.\nYou must continue to concentrate to see or hear through the spymaster's coin.\nIf you stop concentrating, the spell's effect ends.\nOnce activated, the scrying effect of the spell lasts for a maximum number of rounds equal to your caster level.\nFocus:One object of Fine size.","short_description":"You slide your finger over a coin, imbuing it with a tiny fraction of your own senses.","material_components":"0","name":"Spymaster's Coin","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Spymaster's 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 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>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 or until triggered, then 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 slide your finger over a coin, imbuing it with a tiny fraction of your own senses.<br \/>You imbue a Fine object (such as a coin, stone, or other innocuous item) with a dormant magical scrying sensor.<br \/>Anyone attempting to detect its magical aura must succeed on a caster level check (DC 15 + your caster level).<br \/>At any one time during the spell&#39;s duration, as a standard action you can concentrate upon the object, enabling you to hear or see (your choice) as if you were in the object&#39;s location.<br \/>This effect otherwise functions as if you had cast clairaudience\/clairvoyance in the object&#39;s area.<br \/>You have no control over the object&#39;s movement and gain no special senses.<br \/>Spymaster&#39;s coin functions only on the plane of existence you are currently occupying.<br \/>You must continue to concentrate to see or hear through the spymaster&#39;s coin.<br \/>If you stop concentrating, the spell&#39;s effect ends.<br \/>Once activated, the scrying effect of the spell lasts for a maximum number of rounds equal to your caster level.<br \/>Focus:One object of Fine size.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"40-ft.-radius spherical emanation","duration":"1 minute\/level (D)","saving_throw":"No","spell_resistance":"No","description":"Covering your eyes and spitting a harsh whisper, you conjure a globe of absolute blackness before you.\nAs you step forward, your sight alone pierces the darkness, showing you your disoriented victims within.\nYou call a globe of absolute darkness into being, which only you can see through.\nAll other creatures within or who enter this spell's area are blinded while they remain in the area.\nEven creatures that have darkvision cannot see through this magical obscurement, although creatures capable of seeing in magical darkness (such as devils) are not affected by it.\nWhile you are outside the sphere, you can see nothing within, and every creature within has total concealment.\nUpon entering the spell's area, however, you can see as if the area were illuminated by bright light and can interact with those within as normal, even though they cannot see you.","short_description":"Covering your eyes and spitting a harsh whisper, you conjure a globe of absolute blackness before you...","material_components":"0","name":"Assassin's Darkness","level":"Assassin 4","full_text":"<div><p><h5>Assassin's 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>Assassin 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 minute\/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>No<br\/><\/td><\/tr><\/table><p>\t<p>Covering your eyes and spitting a harsh whisper, you conjure a globe of absolute blackness before you.<br \/>As you step forward, your sight alone pierces the darkness, showing you your disoriented victims within.<br \/>You call a globe of absolute darkness into being, which only you can see through.<br \/>All other creatures within or who enter this spell&#39;s area are blinded while they remain in the area.<br \/>Even creatures that have darkvision cannot see through this magical obscurement, although creatures capable of seeing in magical darkness (such as devils) are not affected by it.<br \/>While you are outside the sphere, you can see nothing within, and every creature within has total concealment.<br \/>Upon entering the spell&#39;s area, however, you can see as if the area were illuminated by bright light and can interact with those within as normal, even though they cannot see you.<\/p><\/p>Reference: Complete Scoundrel 95<\/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 living creature with 1 or more HD","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates, Reflex half; see text","spell_resistance":"Yes","description":"A single spark of flame leaps from your finger into the target's body, waiting silently for its death.\nYou place a tiny quantity of pure elemental fire within a creature, which interacts with the energy released by its death to create a small explosion.\nWhen the target creature is killed, its body explodes in a burst of flame, dealing fire damage to each adjacent creature equal to twice the target's HD or twice your caster level, whichever is less (maximum 20 points).\nTreat creatures with less than 1 HD as having 1\/2 HD for the purpose of this spell's effect (so the spell deals 1 point of fire damage when triggered).\nA successful Reflex save halves this damage.\nFatal flame has no ill effect on the target's body before its death.\nThe target receives a Will save to negate the spell's effect.\nMaterial Component: A splinter of charred bone.","short_description":"A single spark of flame leaps from your finger into the target's body, waiting silently for its death...","material_components":"0","name":"Fatal Flame","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Fatal 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>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>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, 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>A single spark of flame leaps from your finger into the target&#39;s body, waiting silently for its death.<br \/>You place a tiny quantity of pure elemental fire within a creature, which interacts with the energy released by its death to create a small explosion.<br \/>When the target creature is killed, its body explodes in a burst of flame, dealing fire damage to each adjacent creature equal to twice the target&#39;s HD or twice your caster level, whichever is less (maximum 20 points).<br \/>Treat creatures with less than 1 HD as having 1\/2 HD for the purpose of this spell&#39;s effect (so the spell deals 1 point of fire damage when triggered).<br \/>A successful Reflex save halves this damage.<br \/>Fatal flame has no ill effect on the target&#39;s body before its death.<br \/>The target receives a Will save to negate the spell&#39;s effect.<br \/>Material Component: A splinter of charred bone.<\/p><\/p>Reference: Complete Scoundrel 99<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"","effect":"An image of the deity you worship","area":"","duration":"1 round\/3 levels (D)","saving_throw":"Will negates","spell_resistance":"No","description":"As you invoke the name of your deity, a towering, spectral image of the god appears above you, turning its wrath upon your foes.\nYou summon a looming illusion of the deity you worship, overlaid on your form.\nThe divine manifestation appears ghostly and fearsome, with its favored weapon drawn, and makes threatening overtures (roaring, spouting scripture, making dreadful threats, and the like).\nThe image is transparent enough that you receive no concealment.\nAny enemy who can see the effect becomes shaken for 1 round.\nA successful Will save negates the effect, and that creature can no longer be affected by this casting of the spell.\nNo creature can be affected more than once by the same casting of manifestation of the deity.","short_description":"As you invoke the name of your deity, a towering, spectral image of the god appears above you, turnin...","material_components":"0","name":"Manifestation of the Deity","level":"Cleric 2","full_text":"<div><p><h5>Manifestation 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>Illusion (Pattern)<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<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>Effect:<\/b><br\/><\/td><td>An image of the deity you worship<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels (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>No<br\/><\/td><\/tr><\/table><p>\t<p>As you invoke the name of your deity, a towering, spectral image of the god appears above you, turning its wrath upon your foes.<br \/>You summon a looming illusion of the deity you worship, overlaid on your form.<br \/>The divine manifestation appears ghostly and fearsome, with its favored weapon drawn, and makes threatening overtures (roaring, spouting scripture, making dreadful threats, and the like).<br \/>The image is transparent enough that you receive no concealment.<br \/>Any enemy who can see the effect becomes shaken for 1 round.<br \/>A successful Will save negates the effect, and that creature can no longer be affected by this casting of the spell.<br \/>No creature can be affected more than once by the same casting of manifestation of the deity.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Instrument touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"As you finish intoning this chant, your instrument leaves your hands and floats before you, continuing your song.\nYou imbue your musical instrument with the ability to play at your command.\nThis instrument can play a tune on your behalf even while you are busy with other actions.\nAs long as this spell is in effect, you can cause the instrument to begin playing as a swift action, effectively mimicking and continuing your performance.\nThe instrument uses your Perform modifier for the purpose of bardic music checks.\nOnce the animated instrument picks up the performance, you do not have to concentrate to maintain its effect.\nThus, you can continue a performance or bardic music effect that relies on the use of a musical instrument and also cast spells, activate magic items by spell completion or command words, or even use another bardic music ability.\nYou can animate any nonmagical musical instrument, such as a piano, fiddle, or harp.\nIf the instrument must be carried or held while played, it floats in the air in the square in which you cast the spell.\nThe animated instrument cannot move.\nIt continues to play until the spell expires or the instrument is damaged.\nAn animated instrument's AC is 10 + any relevant size modifiers; most handheld instruments are Tiny.\nMaterial Component:One working musical instrument.","short_description":"As you finish intoning this chant, your instrument leaves your hands and floats before you, continuin...","material_components":"0","name":"Animate Instrument","level":"Bard 2","full_text":"<div><p><h5>Animate Instrument<\/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<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>As you finish intoning this chant, your instrument leaves your hands and floats before you, continuing your song.<br \/>You imbue your musical instrument with the ability to play at your command.<br \/>This instrument can play a tune on your behalf even while you are busy with other actions.<br \/>As long as this spell is in effect, you can cause the instrument to begin playing as a swift action, effectively mimicking and continuing your performance.<br \/>The instrument uses your Perform modifier for the purpose of bardic music checks.<br \/>Once the animated instrument picks up the performance, you do not have to concentrate to maintain its effect.<br \/>Thus, you can continue a performance or bardic music effect that relies on the use of a musical instrument and also cast spells, activate magic items by spell completion or command words, or even use another bardic music ability.<br \/>You can animate any nonmagical musical instrument, such as a piano, fiddle, or harp.<br \/>If the instrument must be carried or held while played, it floats in the air in the square in which you cast the spell.<br \/>The animated instrument cannot move.<br \/>It continues to play until the spell expires or the instrument is damaged.<br \/>An animated instrument&#39;s AC is 10 + any relevant size modifiers; most handheld instruments are Tiny.<br \/>Material Component:One working musical instrument.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your arms and legs fuse with your body as bright silvery scales cover your skin.\nYou take the form of a Diminutive fish.\nUse the statistics for the toad (MM 282) except for the following changes: Add the aquatic subtype, replace the land speed with a swim speed of 30 feet, remove the amphibious special quality, and replace the toad's skills with Listen +4, Spot +4, and Swim +13.\nA fish adds its Dexterity modifier, not its Strength modifier, to Swim checks, and gains a +8 racial bonus on Swim checks due to its swim speed.\nSee the polymorph subschool description on page 91 for more details.\nAs its name suggests, this spell's most common use is to make a quick getaway in a watery environment, but it also allows a clever druid to overcome a flooded corridor or similar obstacle.","short_description":"Your arms and legs fuse with your body as bright silvery scales cover your skin.","material_components":"0","name":"Aquatic Escape","level":"Druid 1","full_text":"<div><p><h5>Aquatic Escape<\/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 (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>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 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>Your arms and legs fuse with your body as bright silvery scales cover your skin.<br \/>You take the form of a Diminutive fish.<br \/>Use the statistics for the toad (MM 282) except for the following changes: Add the aquatic subtype, replace the land speed with a swim speed of 30 feet, remove the amphibious special quality, and replace the toad&#39;s skills with Listen +4, Spot +4, and Swim +13.<br \/>A fish adds its Dexterity modifier, not its Strength modifier, to Swim checks, and gains a +8 racial bonus on Swim checks due to its swim speed.<br \/>See the polymorph subschool description on page 91 for more details.<br \/>As its name suggests, this spell&#39;s most common use is to make a quick getaway in a watery environment, but it also allows a clever druid to overcome a flooded corridor or similar obstacle.<\/p><\/p>Reference: Complete Scoundrel<\/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 wearing armor","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The plates and joints of your opponent's armor become as rigid as stone, encumbering his movement.\nYou cause the target's armor to swell and stiffen, slowing the wearer's movement and trapping him within.\nThe target's land speed is reduced to 10 feet.\nIf the target has a burrow, climb, or swim speed, these are also reduced to 10 feet.\nThe target also loses any Dexterity bonus to AC for the duration of the spell.\nWhile affected by this spell, the target cannot remove his armor; its joints are too tight and restrictive to escape from.\nThis spell has no effect on unarmored opponents, creatures with only natural armor or an AC bonus from items other than armor, or those using only shields.","short_description":"The plates and joints of your opponent's armor become as rigid as stone, encumbering his movement.","material_components":"0","name":"Armor Lock","level":"Bard 1 \/ Hexblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Armor 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 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<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>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 plates and joints of your opponent&#39;s armor become as rigid as stone, encumbering his movement.<br \/>You cause the target&#39;s armor to swell and stiffen, slowing the wearer&#39;s movement and trapping him within.<br \/>The target&#39;s land speed is reduced to 10 feet.<br \/>If the target has a burrow, climb, or swim speed, these are also reduced to 10 feet.<br \/>The target also loses any Dexterity bonus to AC for the duration of the spell.<br \/>While affected by this spell, the target cannot remove his armor; its joints are too tight and restrictive to escape from.<br \/>This spell has no effect on unarmored opponents, creatures with only natural armor or an AC bonus from items other than armor, or those using only shields.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One held object, weighing up to 5 lb.","effect":"","area":"","duration":"Instantaneous","saving_throw":"No","spell_resistance":"None","description":"Focusing on the object in your grasp, you abruptly jerk your head in the direction you desire, sending the item flying.\nYou propel a single object out of your hand at fantastic speed.\nThis object can be a weapon designed for throwing, a weapon not meant to be thrown, or another nonliving object.\nMake a normal ranged attack roll with the affected object, but do not add any ability score modifier to the attack or damage roll.\nInstead, you gain a competence bonus on the damage roll equal to one-third of your caster level (maximum +5).\nThe range increment for the hurled object is 30 feet, regardless of its normal range increment (if any).\nIf you use catapult to fling an object not meant to be used as a thrown weapon, you take the normal -4 nonproficiency penalty on the attack roll.\nAn item that isn't a weapon deals 1d6 points of base damage if it weighs at least 1 pound.\nThe item catapult is to affect must be in your hands when you cast the spell.\nIf you cast the spell with nothing in your hands to fling, the magic automatically fails.\nYou cannot propel living creatures with catapult, regardless of their size.","short_description":"Focusing on the object in your grasp, you abruptly jerk your head in the direction you desire, sendin...","material_components":"0","name":"Catapult","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Catapult<\/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>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>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><\/table><p>\t<p>Focusing on the object in your grasp, you abruptly jerk your head in the direction you desire, sending the item flying.<br \/>You propel a single object out of your hand at fantastic speed.<br \/>This object can be a weapon designed for throwing, a weapon not meant to be thrown, or another nonliving object.<br \/>Make a normal ranged attack roll with the affected object, but do not add any ability score modifier to the attack or damage roll.<br \/>Instead, you gain a competence bonus on the damage roll equal to one-third of your caster level (maximum +5).<br \/>The range increment for the hurled object is 30 feet, regardless of its normal range increment (if any).<br \/>If you use catapult to fling an object not meant to be used as a thrown weapon, you take the normal -4 nonproficiency penalty on the attack roll.<br \/>An item that isn&#39;t a weapon deals 1d6 points of base damage if it weighs at least 1 pound.<br \/>The item catapult is to affect must be in your hands when you cast the spell.<br \/>If you cast the spell with nothing in your hands to fling, the magic automatically fails.<br \/>You cannot propel living creatures with catapult, regardless of their size.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched melee weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"With a shriek of warping wood and scraping metal, your weapon grows, becoming far more intimidating.\nA melee weapon you hold enlarges by one size category (Small weapons become Medium, Medium weapons become Large, and so on).\nAs its size increases, the damage the weapon deals increases as well (PH 114).\nWhen your weapon is affected by this spell, you do not take a penalty for wielding an inappropriately sized weapon.\nIf you drop the enlarged weapon, are disarmed, or hand the weapon to another creature, the spell ends.\nThis spell does not grant you the ability to wield any other inappropriately sized weapon without penalty, only the one on which this spell is cast.\nThis spell has no effect on a weapon that is already increased in size by some other effect (such as being held by a creature affected by enlarge person).","short_description":"With a shriek of warping wood and scraping metal, your weapon grows, becoming far more intimidating.","material_components":"0","name":"Enlarge Weapon","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Enlarge 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>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>1 round\/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>With a shriek of warping wood and scraping metal, your weapon grows, becoming far more intimidating.<br \/>A melee weapon you hold enlarges by one size category (Small weapons become Medium, Medium weapons become Large, and so on).<br \/>As its size increases, the damage the weapon deals increases as well (PH 114).<br \/>When your weapon is affected by this spell, you do not take a penalty for wielding an inappropriately sized weapon.<br \/>If you drop the enlarged weapon, are disarmed, or hand the weapon to another creature, the spell ends.<br \/>This spell does not grant you the ability to wield any other inappropriately sized weapon without penalty, only the one on which this spell is cast.<br \/>This spell has no effect on a weapon that is already increased in size by some other effect (such as being held by a creature affected by enlarge person).<\/p><\/p>Reference: Complete Scoundrel<\/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 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A tinkling laugh and a momentary shine surround your ally, leaving him with an aura of confidence and a sly smile.\nYou improve the luck of the subject creature.\nFor the duration of the spell, any reroll the subject makes using a luck feat gains a +2 luck bonus.","short_description":"A tinkling laugh and a momentary shine surround your ally, leaving him with an aura of confidence and...","material_components":"0","name":"Lucky Streak","level":"Bard 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Lucky Streak<\/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 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>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>A tinkling laugh and a momentary shine surround your ally, leaving him with an aura of confidence and a sly smile.<br \/>You improve the luck of the subject creature.<br \/>For the duration of the spell, any reroll the subject makes using a luck feat gains a +2 luck bonus.<\/p><\/p>Reference: Complete Scoundrel<\/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 wearing armor or using a shield","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Sharp ridges, split leather, and cracking patches of rust spread over your enemy's armor like an angry, irritating disease.\nJagged edges and rough surfaces break forth all over the target creature's armor and shield.\nThese protrusions deal no damage and are little more than an uncomfortable annoyance.\nArcane spellcasters, however, find the effect most distracting, incurring double the normal arcane spell failure chance for armor and shields.\nIn addition, any creature affected by this spell takes a -5 penalty on Concentration checks.\nThe check penalty does not worsen if an affected creature is both wearing armor and using a shield.\nFor example, a wizard wearing chainmail and carrying a light steel shield would normally have a 35% chance of arcane spell failure.\nThat wizard, if targeted by this spell, would incur a 70% chance of arcane spell failure, as well as taking a -5 penalty on Concentration checks.\nThis spell has no effect on unarmored opponents or on creatures with only natural armor or an AC bonus from items other than armor.","short_description":"Sharp ridges, split leather, and cracking patches of rust spread over your enemy's armor like an angr...","material_components":"0","name":"Mage Burr","level":"Bard 1 \/ Hexblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Mage Burr<\/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 \/ 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<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>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>Sharp ridges, split leather, and cracking patches of rust spread over your enemy&#39;s armor like an angry, irritating disease.<br \/>Jagged edges and rough surfaces break forth all over the target creature&#39;s armor and shield.<br \/>These protrusions deal no damage and are little more than an uncomfortable annoyance.<br \/>Arcane spellcasters, however, find the effect most distracting, incurring double the normal arcane spell failure chance for armor and shields.<br \/>In addition, any creature affected by this spell takes a -5 penalty on Concentration checks.<br \/>The check penalty does not worsen if an affected creature is both wearing armor and using a shield.<br \/>For example, a wizard wearing chainmail and carrying a light steel shield would normally have a 35% chance of arcane spell failure.<br \/>That wizard, if targeted by this spell, would incur a 70% chance of arcane spell failure, as well as taking a -5 penalty on Concentration checks.<br \/>This spell has no effect on unarmored opponents or on creatures with only natural armor or an AC bonus from items other than armor.<\/p><\/p>Reference: Complete Scoundrel<\/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":"You feel a brief tingle in your throat.\nWhen you open your mouth, your voice is no longer your own.\nYou can perfectly mimic familiar sounds, voices, and accents.\nThese sounds can be any that you've heard before, and must be within the range of noises your voice is capable of creating.\nFor example, a normal human voice could recreate the roar of a lion--being roughly equivalent to a scream--or approximate the sound of shattering glass.\nIt could not reproduce the rumble of a collapsing building or a high-pitched noise audible only to bats.\nThis spell does not allow you to speak languages you can't normally speak.\nYou can duplicate a specific individual's voice by making a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice is not genuine.","short_description":"You feel a brief tingle in your throat.","material_components":"0","name":"Mimicry","level":"Assassin 1 \/ Bard 1","full_text":"<div><p><h5>Mimicry<\/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 \/ 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>You feel a brief tingle in your throat.<br \/>When you open your mouth, your voice is no longer your own.<br \/>You can perfectly mimic familiar sounds, voices, and accents.<br \/>These sounds can be any that you&#39;ve heard before, and must be within the range of noises your voice is capable of creating.<br \/>For example, a normal human voice could recreate the roar of a lion&#8212;being roughly equivalent to a scream&#8212;or approximate the sound of shattering glass.<br \/>It could not reproduce the rumble of a collapsing building or a high-pitched noise audible only to bats.<br \/>This spell does not allow you to speak languages you can&#39;t normally speak.<br \/>You can duplicate a specific individual&#39;s voice by making a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice is not genuine.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 minute","range":"Touch","target":"One touched wand or staff","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You leach the power of the wand you hold, causing a ghostly stream of blue mist to rise from the item and enter your body.\nSlowly, you feel your magical energies being renewed.\nYou drain the charges from a wand or staff you hold to replace spells you have already cast.\nAs long as the wand or staff has at least 5 charges left, you can expend 5 of those charges to replace a cast spell.\nThe spell replaced must be of a level equal to or lower than the highest-level spell the staff or wand holds.\nIf you prepare arcane spells, you can regain any one spell of the affected level that you have already cast that day; if you cast spells spontaneously, you can regain a spell slot of the appropriate level.\nFor example, a wizard who has cast her only fly spell for the day (a 3rd-level spell) can drain 5 charges from her wand of fireball (another 3rd-level spell) to regain fly or any lower-level spell she has cast.\nIf the wand or staff holds enough charges, one casting of this spell can replace multiple spells at once.\nFor example, a sorcerer who has expended three of his 5th-level spell slots can drain 15 charges from his staff of frost to regain all three spell slots.\nSiphon has no effect on wands or staffs that do not hold enough charges to replenish the desired number of spells.","short_description":"You leach the power of the wand you hold, causing a ghostly stream of blue mist to rise from the item...","material_components":"0","name":"Siphon","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Siphon<\/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<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<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 leach the power of the wand you hold, causing a ghostly stream of blue mist to rise from the item and enter your body.<br \/>Slowly, you feel your magical energies being renewed.<br \/>You drain the charges from a wand or staff you hold to replace spells you have already cast.<br \/>As long as the wand or staff has at least 5 charges left, you can expend 5 of those charges to replace a cast spell.<br \/>The spell replaced must be of a level equal to or lower than the highest-level spell the staff or wand holds.<br \/>If you prepare arcane spells, you can regain any one spell of the affected level that you have already cast that day; if you cast spells spontaneously, you can regain a spell slot of the appropriate level.<br \/>For example, a wizard who has cast her only fly spell for the day (a 3rd-level spell) can drain 5 charges from her wand of fireball (another 3rd-level spell) to regain fly or any lower-level spell she has cast.<br \/>If the wand or staff holds enough charges, one casting of this spell can replace multiple spells at once.<br \/>For example, a sorcerer who has expended three of his 5th-level spell slots can drain 15 charges from his staff of frost to regain all three spell slots.<br \/>Siphon has no effect on wands or staffs that do not hold enough charges to replenish the desired number of spells.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","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 step into intangible smoke and ascend as nimbly as if it were a flight of steps.\nYou gain the ability to run up columns of smoke as if they were normal stairs.\nCasting this spell successfully requires smoke from a natural fire large enough to fill a 5-foot square, such as a normal campfire, bonfire, or any significant amount of burning debris (torch f lames or creatures made of fire or smoke do not suffice).\nAfter casting this spell, you can move into the column of smoke produced by such fires and can ascend vertically into a square filled with smoke.\nTo your eyes the smoke coalesces into ghostly steps, though other observers see nothing different.\nWhen stepping into the column you are considered to be in the smoke above the flame and take no damage from the fire.\nEvery 5 feet of upward movement costs 2 squares of movement.\nFor example, an assassin with a speed of 30 feet casts smoke stairs on himself, then moves 10 feet across the ground to a smoking fire and ascends 10 feet vertically in a single move action.\nIf anything dissipates the column of smoke while you are moving though it using this spell, you lose your footing and fall.\nExamples include a gust of wind spell and an air elemental's whirlwind form.\nIf the fire creating the smoke is extinguished, the smoke stairs effect lingers for 1 round before dispersing.\nMaterial Component: A handful of dried leaves.","short_description":"You step into intangible smoke and ascend as nimbly as if it were a flight of steps.","material_components":"0","name":"Smoke Stairs","level":"Assassin 2 \/ Druid 2","full_text":"<div><p><h5>Smoke Stairs<\/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 \/ 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>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You step into intangible smoke and ascend as nimbly as if it were a flight of steps.<br \/>You gain the ability to run up columns of smoke as if they were normal stairs.<br \/>Casting this spell successfully requires smoke from a natural fire large enough to fill a 5-foot square, such as a normal campfire, bonfire, or any significant amount of burning debris (torch f lames or creatures made of fire or smoke do not suffice).<br \/>After casting this spell, you can move into the column of smoke produced by such fires and can ascend vertically into a square filled with smoke.<br \/>To your eyes the smoke coalesces into ghostly steps, though other observers see nothing different.<br \/>When stepping into the column you are considered to be in the smoke above the flame and take no damage from the fire.<br \/>Every 5 feet of upward movement costs 2 squares of movement.<br \/>For example, an assassin with a speed of 30 feet casts smoke stairs on himself, then moves 10 feet across the ground to a smoking fire and ascends 10 feet vertically in a single move action.<br \/>If anything dissipates the column of smoke while you are moving though it using this spell, you lose your footing and fall.<br \/>Examples include a gust of wind spell and an air elemental&#39;s whirlwind form.<br \/>If the fire creating the smoke is extinguished, the smoke stairs effect lingers for 1 round before dispersing.<br \/>Material Component: A handful of dried leaves.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft.-radius spread","duration":"1 minute\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"No","description":"The ground at which you point erupts with countless puffball mushrooms.\nYou cause the ground to become thick with spore-ridden fungus.\nThe area affected by this spell becomes difficult terrain.\nEntering a square of difficult terrain costs 2 squares of movement, and creatures cannot charge or run through such squares (PH 148).\nThe uneven surface created by this spell also increases the DCs of Balance and Tumble checks by 5 and the DC of Move Silently checks by 2.\nIn addition, any creature that enters a square affected by this spell bursts several mushrooms, causing their choking spores to fill the air.\nThe spores render the creature sickened for 1 round (Fortitude negates).\nTreat the spore cloud as an inhaled poison for the purpose of bonuses on the save or immunity to poison.\nEntering more than one affected square during a turn doesn't force multiple saves.\nYou can cast spore field on any type of ground or flooring, regardless of the material that comprises it.","short_description":"The ground at which you point erupts with countless puffball mushrooms.","material_components":"0","name":"Spore Field","level":"Druid 1 \/ Ranger 2","full_text":"<div><p><h5>Spore Field<\/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 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>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 ground at which you point erupts with countless puffball mushrooms.<br \/>You cause the ground to become thick with spore-ridden fungus.<br \/>The area affected by this spell becomes difficult terrain.<br \/>Entering a square of difficult terrain costs 2 squares of movement, and creatures cannot charge or run through such squares (PH 148).<br \/>The uneven surface created by this spell also increases the DCs of Balance and Tumble checks by 5 and the DC of Move Silently checks by 2.<br \/>In addition, any creature that enters a square affected by this spell bursts several mushrooms, causing their choking spores to fill the air.<br \/>The spores render the creature sickened for 1 round (Fortitude negates).<br \/>Treat the spore cloud as an inhaled poison for the purpose of bonuses on the save or immunity to poison.<br \/>Entering more than one affected square during a turn doesn&#39;t force multiple saves.<br \/>You can cast spore field on any type of ground or flooring, regardless of the material that comprises it.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"One touched wand","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Yes (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to a new power of your choosing.\nBy casting wand modulation on the target wand you hold, you temporarily alter it to cast a different spell.\nAfter casting this spell, the next spell you cast upon the target wand affects the remaining charges, allowing the wand to discharge that spell instead of the one it was created to cast.\nThe spell cast after wand modulation must be of a lower level than the spell the wand normally casts.\nReplacement spells cast from the affected wand are cast at the minimum caster level.\nEach use of an affected wand now expends 2 charges from the wand instead of the usual single charge.\nIf the wand holds insufficient charges to invoke the new spell, it cannot be activated.\nYou can't use wand modulation to change a wand's spell to one with a costly material component or focus or with an\nXP component, even if the original spell has a similar component or focus.\nFor example, a 5th-level wizard facing an angry fire elemental wishes to cast magic missile (a 1st-level spell) from his wand of scorching ray (a 2nd-level spell), which happens to have a caster level of 5th.\nHe casts wand modulation and in the following round casts magic missile.\nThe wand can now cast magic missile as a 1st-level caster (the minimum caster level), but each use expends 2 charges.\nThe wizard can now use the wand to cast magic missile for 5 minutes, after which it reverts back to a normal wand of scorching ray.","short_description":"Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to ...","material_components":"0","name":"Wand Modulation","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Wand Modulation<\/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<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 minute\/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, object)<br\/><\/td><\/tr><\/table><p>\t<p>Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to a new power of your choosing.<br \/>By casting wand modulation on the target wand you hold, you temporarily alter it to cast a different spell.<br \/>After casting this spell, the next spell you cast upon the target wand affects the remaining charges, allowing the wand to discharge that spell instead of the one it was created to cast.<br \/>The spell cast after wand modulation must be of a lower level than the spell the wand normally casts.<br \/>Replacement spells cast from the affected wand are cast at the minimum caster level.<br \/>Each use of an affected wand now expends 2 charges from the wand instead of the usual single charge.<br \/>If the wand holds insufficient charges to invoke the new spell, it cannot be activated.<br \/>You can&#39;t use wand modulation to change a wand&#39;s spell to one with a costly material component or focus or with an<br \/>XP component, even if the original spell has a similar component or focus.<br \/>For example, a 5th-level wizard facing an angry fire elemental wishes to cast magic missile (a 1st-level spell) from his wand of scorching ray (a 2nd-level spell), which happens to have a caster level of 5th.<br \/>He casts wand modulation and in the following round casts magic missile.<br \/>The wand can now cast magic missile as a 1st-level caster (the minimum caster level), but each use expends 2 charges.<br \/>The wizard can now use the wand to cast magic missile for 5 minutes, after which it reverts back to a normal wand of scorching ray.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your body hunches and shrinks as dusky feathers sprout from your skin.\nYour arms become wings and your toes sharpen into talons.\nYou take the form of an owl (MM 277) or raven (MM 278), as chosen when you cast the spell.\nEven though your Intelligence changes to 2, you retain your normal ability to understand your surroundings (unlike a normal animal).\nSee the polymorph subschool description on page 91 for more details.\nAs its name suggests, this spell's most common use is for unobtrusive observation, but it also allows a druid to overcome obstacles that hinder overland travel.","short_description":"Your body hunches and shrinks as dusky feathers sprout from your skin.","material_components":"0","name":"Winged Watcher","level":"Druid 1","full_text":"<div><p><h5>Winged Watcher<\/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 (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>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 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>Your body hunches and shrinks as dusky feathers sprout from your skin.<br \/>Your arms become wings and your toes sharpen into talons.<br \/>You take the form of an owl (MM 277) or raven (MM 278), as chosen when you cast the spell.<br \/>Even though your Intelligence changes to 2, you retain your normal ability to understand your surroundings (unlike a normal animal).<br \/>See the polymorph subschool description on page 91 for more details.<br \/>As its name suggests, this spell&#39;s most common use is for unobtrusive observation, but it also allows a druid to overcome obstacles that hinder overland travel.<\/p><\/p>Reference: Complete Scoundrel<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"60 ft.","target":"","effect":"","area":"60-ft.-radius emanation centered on you","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at 10th level).","short_description":"All allies within the emanation (including you) gain a morale bonus on saves against fear effects equ...","material_components":"0","name":"Cloak of Bravery","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Cloak of Bravery<\/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 \/ 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 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>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>All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at 10th level).<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"1 mile; see text","target":"","effect":"","area":"1-mile-radius emanation centered on you","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"As cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls.\nAllies who don't have line of sight to you are unaffected.","short_description":"As cloak of bravery, except all allies within the emanation (including you) are immune to fear effect...","material_components":"0","name":"Cloak of Bravery, Greater","level":"","full_text":"<div><p><h5>Cloak of Bravery, 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><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile; see text<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>As cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls.<br \/>Allies who don&#39;t have line of sight to you are unaffected.<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"120 ft.","target":"","effect":"","area":"120-ft.-radius burst centered on you","duration":"Instantaneous or 1 minute\/level","saving_throw":"Fortitude partial or Will negates (harmless); see text","spell_resistance":"Yes or Yes (harmless); see text","description":"You emit a titanic roar that deals 1d8 points of sonic damage per two caster levels to all enemies within the spell's area and stuns them for 1 round.\nA successful Fortitude save halves the damage and negates the stunning effect.\nIn addition, all allies within the spell's area gain a +1 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 temporary hit points at caster level 20th).","short_description":"You emit a titanic roar that deals 1d8 points of sonic damage per two caster levels to all enemies wi...","material_components":"0","name":"Lion's Roar","level":"Cleric 8","full_text":"<div><p><h5>Lion'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>Cleric 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>120 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial or Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or Yes (harmless); see text<br\/><\/td><\/tr><\/table><p>\t<p>You emit a titanic roar that deals 1d8 points of sonic damage per two caster levels to all enemies within the spell&#39;s area and stuns them for 1 round.<br \/>A successful Fortitude save halves the damage and negates the stunning effect.<br \/>In addition, all allies within the spell&#39;s area gain a +1 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 temporary hit points at caster level 20th).<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Shadowy hound","area":"","duration":"1 minute\/level (D) or until destroyed","saving_throw":"None","spell_resistance":"No","description":"You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell.\nThe hound of doom has the statistics of a dire wolf (see page 65 of the Monster Manual) with the following adjustments: It gains a deflection bonus to Armor Class equal to your Charisma bonus, its hit points when created are equal to your full normal hit points, and it uses your base attack bonus instead of its own (adding its +7 bonus from Strength and -1 penalty from size as normal).\nYou can command a hound of doom as a move action just as if it were fully trained to perform all the tricks listed in the Handle Animal skill (see page 74 of the Player's Handbook).\nIf a hound of doom's hit points are reduced to 0, it is destroyed.\nA hound of doom is treated as a magical beast for the purpose of spells and effects, but it can also be dispelled.\nYou can only have one hound of doom in existence at a time.\nIf you cast a second hound of doom spell while the first is still active, the first hound is instantly dispelled.","short_description":"You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you l...","material_components":"0","name":"Hound of Doom","level":"Hexblade 3","full_text":"<div><p><h5>Hound 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>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hexblade 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>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Shadowy hound<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D) or until destroyed<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 shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell.<br \/>The hound of doom has the statistics of a dire wolf (see page 65 of the Monster Manual) with the following adjustments: It gains a deflection bonus to Armor Class equal to your Charisma bonus, its hit points when created are equal to your full normal hit points, and it uses your base attack bonus instead of its own (adding its +7 bonus from Strength and -1 penalty from size as normal).<br \/>You can command a hound of doom as a move action just as if it were fully trained to perform all the tricks listed in the Handle Animal skill (see page 74 of the Player&#39;s Handbook).<br \/>If a hound of doom&#39;s hit points are reduced to 0, it is destroyed.<br \/>A hound of doom is treated as a magical beast for the purpose of spells and effects, but it can also be dispelled.<br \/>You can only have one hound of doom in existence at a time.<br \/>If you cast a second hound of doom spell while the first is still active, the first hound is instantly dispelled.<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 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 create the sensation in the subject's mind that he is threatened by more foes than he actually faces.\nThough the subject doesn't actually perceive any additional enemies (and thus doesn't waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures.\nNo amount of convincing by others can help the victim of this spell avoid its effect--only a successful saving throw against the spell when initially cast can help the target.","short_description":"You create the sensation in the subject's mind that he is threatened by more foes than he actually fa...","material_components":"0","name":"Phantom Threat","level":"Bard 1 \/ Hexblade 1","full_text":"<div><p><h5>Phantom Threat<\/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 1 \/ Hexblade 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\/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 the sensation in the subject&#39;s mind that he is threatened by more foes than he actually faces.<br \/>Though the subject doesn&#39;t actually perceive any additional enemies (and thus doesn&#39;t waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures.<br \/>No amount of convincing by others can help the victim of this spell avoid its effect&#8212;only a successful saving throw against the spell when initially cast can help the target.<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 action","range":"Touch","target":"One melee weapon","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"A weapon affected by this spell deals wounds that can't be healed in the usual fashion.\nAny damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse).\nIf a creature is slain by a weapon that is under the effect of this spell, it can't be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.","short_description":"A weapon affected by this spell deals wounds that can't be healed in the usual fashion.","material_components":"0","name":"Cursed Blade","level":"Assassin 4 \/ Hexblade 4","full_text":"<div><p><h5>Cursed Blade<\/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 \/ Hexblade 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>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>A weapon affected by this spell deals wounds that can&#39;t be healed in the usual fashion.<br \/>Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse).<br \/>If a creature is slain by a weapon that is under the effect of this spell, it can&#39;t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Your familiar","effect":"","area":"","duration":"Concentration + 1 round\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5\/magic, and a +2 resistance bonus on saving throws.","short_description":"This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damag...","material_components":"0","name":"Augment Familiar","level":"Sorcerer 2 \/ Wizard 2 \/ Hexblade 1","full_text":"<div><p><h5>Augment Familiar<\/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 \/ Hexblade 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>Concentration + 1 round\/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>This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5\/magic, and a +2 resistance bonus on saving throws.<\/p><\/p>Reference: Complete Warrior<\/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","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The affected creature gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on Will saves.\nIn addition, when making a full attack, the affected creature may make one additional attack with any weapon he is holding.\nThe attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation.\n(This effect is not cumulative with similar effects, such as that provided by the haste spell, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round).","short_description":"The affected creature gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on W...","material_components":"0","name":"Valiant Fury","level":"","full_text":"<div><p><h5>Valiant 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>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>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>The affected creature gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on Will saves.<br \/>In addition, when making a full attack, the affected creature may make one additional attack with any weapon he is holding.<br \/>The attack is made using the creature&#39;s full base attack bonus, plus any modifiers appropriate to the situation.<br \/>(This effect is not cumulative with similar effects, such as that provided by the haste spell, nor does it actually grant an extra action, so you can&#39;t use it to cast a second spell or otherwise take an extra action in the round).<\/p><\/p>Reference: Complete Warrior<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, XP","casting_time":"10 minutes","range":"Touch","target":"","effect":"","area":"Corpse touched","duration":"Permanent","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"By means of this spell, the cleric wards a corpse from evil influences and effects.\nUnless the corpse is desecrated or the blessing is countered, the corpse cannot be magically animated or rise as an undead minion (a ghoul or vampire, for example).\nAlso, anyone trying to disturb the body is struck by a sudden fear and must make a Will save or flee the location for 1 minute per caster level.\nIf the protected corpse is subsequently brought back to life, the burial blessing ends.\nMaterial Component: The caster's holy symbol and a vial of holy or unholy water, according to alignment, which is sprinkled on the corpse.\nXP Cost: 100 XP.","short_description":"By means of this spell, the cleric wards a corpse from evil influences and effects.","material_components":"0","name":"Burial Blessing","level":"Cleric 1","full_text":"<div><p><h5>Burial Blessing<\/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<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>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<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>By means of this spell, the cleric wards a corpse from evil influences and effects.<br \/>Unless the corpse is desecrated or the blessing is countered, the corpse cannot be magically animated or rise as an undead minion (a ghoul or vampire, for example).<br \/>Also, anyone trying to disturb the body is struck by a sudden fear and must make a Will save or flee the location for 1 minute per caster level.<br \/>If the protected corpse is subsequently brought back to life, the burial blessing ends.<br \/>Material Component: The caster&#39;s holy symbol and a vial of holy or unholy water, according to alignment, which is sprinkled on the corpse.<br \/>XP Cost: 100 XP.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"15 ft.","target":"","effect":"","area":"15-ft-radius emanation, centered on you","duration":"1 round\/level","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"Divine flame creates an immobile ward against cold creatures, such as frost giants.\nCold creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half).\nThis damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.","short_description":"Divine flame creates an immobile ward against cold creatures, such as frost giants.","material_components":"0","name":"Divine Flame","level":"Cleric 2","full_text":"<div><p><h5>Divine 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>Abjuration<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<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>15 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 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>Divine flame creates an immobile ward against cold creatures, such as frost giants.<br \/>Cold creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half).<br \/>This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"15 ft.","target":"","effect":"","area":"15-ft-radius emanation, centered on you","duration":"1 round\/level","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"Divine zephyr creates an immobile ward against fire creatures, such as fire giants.\nFire creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half).\nThis damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.","short_description":"Divine zephyr creates an immobile ward against fire creatures, such as fire giants.","material_components":"0","name":"Divine Zephyr","level":"Cleric 2","full_text":"<div><p><h5>Divine Zephyr<\/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 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>15 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 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>Divine zephyr creates an immobile ward against fire creatures, such as fire giants.<br \/>Fire creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half).<br \/>This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"180 ft.","target":"","effect":"","area":"180-ft.-radius burst, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any spells that contain, constrain, or seal, with the exceptions noted below.\nThe unbinding negates charm and hold spells of all types, arcane locks and similar closures, spells that create physical or magical barriers (wall of stone, wall of force), guards and wards, temporal stasis, and slow spells, among others.\nThe effect of a statue spell is ended.\nA magic jar is shattered--forever destroyed--and the life force within snuffed out.\nIn addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 feet (including magic mouth, imbue with spell ability, and so on).\nProtective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding.\nPetrified creatures are neither revealed nor restored.\nIndividuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals).\nAn antimagic field is not affected, nor will the effect of unbinding penetrate one.\nA magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled.\nCurses and geas\/quest spells are negated only if the caster is of a level equal to or greater than that of the original caster.\nAll these effects occur without regard to the caster's wishes.\nSpell effects on the person of the caster or being carried or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies.\nThe opening of locks or other closures triggers any alarms or traps attached to them.\nAny released creature may or may not be friendly to the caster.\nMaterial Components: A lodestone and a pinch of saltpeter.","short_description":"When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any s...","material_components":"0","name":"Unbinding","level":"Wizard 9 \/ Sorcerer 9","full_text":"<div><p><h5>Unbinding<\/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>Wizard 9 \/ Sorcerer 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>180 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>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any spells that contain, constrain, or seal, with the exceptions noted below.<br \/>The unbinding negates charm and hold spells of all types, arcane locks and similar closures, spells that create physical or magical barriers (wall of stone, wall of force), guards and wards, temporal stasis, and slow spells, among others.<br \/>The effect of a statue spell is ended.<br \/>A magic jar is shattered&#8212;forever destroyed&#8212;and the life force within snuffed out.<br \/>In addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 feet (including magic mouth, imbue with spell ability, and so on).<br \/>Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding.<br \/>Petrified creatures are neither revealed nor restored.<br \/>Individuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals).<br \/>An antimagic field is not affected, nor will the effect of unbinding penetrate one.<br \/>A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled.<br \/>Curses and geas\/quest spells are negated only if the caster is of a level equal to or greater than that of the original caster.<br \/>All these effects occur without regard to the caster&#39;s wishes.<br \/>Spell effects on the person of the caster or being carried or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies.<br \/>The opening of locks or other closures triggers any alarms or traps attached to them.<br \/>Any released creature may or may not be friendly to the caster.<br \/>Material Components: A lodestone and a pinch of saltpeter.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You invoke a divine shield to protect you as you close with a chosen opponent.\nChoose a foe as you cast this spell.\nYou gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe.\nAlso, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.","short_description":"You invoke a divine shield to protect you as you close with a chosen opponent.","material_components":"0","name":"Zeal","level":"Paladin 2","full_text":"<div><p><h5>Zeal<\/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 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><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 invoke a divine shield to protect you as you close with a chosen opponent.<br \/>Choose a foe as you cast this spell.<br \/>You gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe.<br \/>Also, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 week (8 hours\/day)","range":"180 ft.","target":"","effect":"A demiplane in the Ethereal Plane centered on your location","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create an immobile, finite plane with limited access--a demiplane.\nDemiplanes created by this power are very small, very minor planes.\nYou can cast this spell only on the Ethereal Plane.\nWhen you cast it, a local density fluctuation precipitates the creation of a demiplane.\nAt first, the demiplane grows at a rate of a 1-foot radius per day to the initial maximum radius of 180 feet as the fledgling plane rapidly draws substance from surrounding ethereal vapors and protomatter.\nYou determine the environment in the demiplane when you first cast genesis, reflecting most any desire you can visualize.\nYou determine factors such as atmosphere, water, temperature, and the shape of the general terrain.\nHowever, the spell does not create life (such as vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).\nIf you want these benefits, you must add them in some other fashion.\nOnce the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane, adding another 360-foot-diameter bubble to it each time.\nXP Cost: 5,000 XP.","short_description":"You create an immobile, finite plane with limited access--a demiplane.","material_components":"0","name":"Genesis","level":"","full_text":"<div><p><h5>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><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 week (8 hours\/day)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>180 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A demiplane in the Ethereal Plane centered on your location<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 an immobile, finite plane with limited access&#8212;a demiplane.<br \/>Demiplanes created by this power are very small, very minor planes.<br \/>You can cast this spell only on the Ethereal Plane.<br \/>When you cast it, a local density fluctuation precipitates the creation of a demiplane.<br \/>At first, the demiplane grows at a rate of a 1-foot radius per day to the initial maximum radius of 180 feet as the fledgling plane rapidly draws substance from surrounding ethereal vapors and protomatter.<br \/>You determine the environment in the demiplane when you first cast genesis, reflecting most any desire you can visualize.<br \/>You determine factors such as atmosphere, water, temperature, and the shape of the general terrain.<br \/>However, the spell does not create life (such as vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).<br \/>If you want these benefits, you must add them in some other fashion.<br \/>Once the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane, adding another 360-foot-diameter bubble to it each time.<br \/>XP Cost: 5,000 XP.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level or until target dies","saving_throw":"None","spell_resistance":"No","description":"Harrier creates an incorporeal magical bird of prey the size of a dire bat (roughly 5 feet long with a 10-foot wingspan).\nThis bird operates independently of the caster for the duration of the spell.\nWhen you invoke harrier, choose a target.\nThe bird then attacks the target for the duration of the spell, or until the target dies.\nHarrier: CR 3; Large magical beast; HD 4d10; hp 22; Init +5; Spd 20 ft., fly 50 ft. (good); AC 19 (touch 14, flat-footed 9); Atk +9 melee (1d8, energy); Face\/Reach 10 ft. by 5 ft.\/5 ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref +9, Will +3; Str --, Dex 20, Con --, Int 2, Wis 14, Cha 6.\nSkills and Feats: Listen +7, Spot +7; Weapon Finesse (energy).\nTouch Attack (Su): The harrier's attack is a touch attack for the purpose of determining the AC of its target.\nIncorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source.\nCan pass through solid objects at will, and own attacks pass through armor.\nAlways moves silently.","short_description":"Harrier creates an incorporeal magical bird of prey the size of a dire bat (roughly 5 feet long with ...","material_components":"0","name":"Harrier","level":"Cleric 4 \/ Druid 3","full_text":"<div><p><h5>Harrier<\/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 \/ Druid 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>1 round\/level or until target dies<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>Harrier creates an incorporeal magical bird of prey the size of a dire bat (roughly 5 feet long with a 10-foot wingspan).<br \/>This bird operates independently of the caster for the duration of the spell.<br \/>When you invoke harrier, choose a target.<br \/>The bird then attacks the target for the duration of the spell, or until the target dies.<br \/>Harrier: CR 3; Large magical beast; HD 4d10; hp 22; Init +5; Spd 20 ft., fly 50 ft. (good); AC 19 (touch 14, flat-footed 9); Atk +9 melee (1d8, energy); Face\/Reach 10 ft. by 5 ft.\/5 ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref +9, Will +3; Str &#8212;, Dex 20, Con &#8212;, Int 2, Wis 14, Cha 6.<br \/>Skills and Feats: Listen +7, Spot +7; Weapon Finesse (energy).<br \/>Touch Attack (Su): The harrier&#39;s attack is a touch attack for the purpose of determining the AC of its target.<br \/>Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source.<br \/>Can pass through solid objects at will, and own attacks pass through armor.<br \/>Always moves silently.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Three or more otyughs, no two of which are more than 30 ft. apart","area":"","duration":"Seven days or seven months (D) (see text)","saving_throw":"None","spell_resistance":"No","description":"Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool.\nYou can choose to create 3d4 ordinary otyughs or 1d3+1 Huge otyughs with 15 HD (see page 14 of the Monster Manual).\nThe otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.\nThey remain with you for seven days unless you dismiss them.\nIf the otyughs are created only for guard duty, the duration of the spell is seven months.\nIn this case, the otyughs can only be ordered to guard a specific site or location.\nOtyughs summoned to guard duty cannot move outside the spell's range.\nYou must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal.\nAfter you cast the spell, otyughs not summoned for guard duty may leave the area of offal at your command.","short_description":"Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool...","material_components":"0","name":"Otyugh Swarm","level":"","full_text":"<div><p><h5>Otyugh 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 (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>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Three or more otyughs, no two of which are more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Seven days or seven months (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>Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool.<br \/>You can choose to create 3d4 ordinary otyughs or 1d3+1 Huge otyughs with 15 HD (see page 14 of the Monster Manual).<br \/>The otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.<br \/>They remain with you for seven days unless you dismiss them.<br \/>If the otyughs are created only for guard duty, the duration of the spell is seven months.<br \/>In this case, the otyughs can only be ordered to guard a specific site or location.<br \/>Otyughs summoned to guard duty cannot move outside the spell&#39;s range.<br \/>You must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal.<br \/>After you cast the spell, otyughs not summoned for guard duty may leave the area of offal at your command.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 full round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Swarm of dire rats in a 20-ft. spread","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes (see text)","description":"A swarm of dire rats viciously attacks all other creatures within a 20-foot spread, inflicting damage and spreading filth fever (see page 74 of the DUNGEON MASTER'S Guide).\nA creature in the swarm that takes no action other than fighting off the rats takes 1d4 points of damage on its turn and makes a Fortitude saving throw against DC 15 + your Intelligence bonus to avoid contracting filth fever.\nA creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage per caster level, and must save at a -4 penalty to avoid contracting the disease.\nSpellcasting or concentrating on spells within the swarm is impossible.\nThe rats' attacks are nonmagical, so being incorporeal, damage reduction, and other defenses can protect a creature from damage.\nThe disease effect is magical and spread by touch.\nAny corporeal creature in the swarm that is subject to disease may contract it.\nThe swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse.\nThe swarm disperses when it has taken a total of 8 points of damage per caster level from these attacks.\nA stinking cloud spell and similar area or effect spells disperse a swarm immediately.\nAs a move-equivalent action, you can direct the swarm to move up to 40 feet per round.","short_description":"A swarm of dire rats viciously attacks all other creatures within a 20-foot spread, inflicting damage...","material_components":"0","name":"Plague of Rats","level":"","full_text":"<div><p><h5>Plague of Rats<\/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 full 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>Swarm of dire rats in a 20-ft. spread<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 (see text)<br\/><\/td><\/tr><\/table><p>\t<p>A swarm of dire rats viciously attacks all other creatures within a 20-foot spread, inflicting damage and spreading filth fever (see page 74 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide).<br \/>A creature in the swarm that takes no action other than fighting off the rats takes 1d4 points of damage on its turn and makes a Fortitude saving throw against DC 15 + your Intelligence bonus to avoid contracting filth fever.<br \/>A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage per caster level, and must save at a -4 penalty to avoid contracting the disease.<br \/>Spellcasting or concentrating on spells within the swarm is impossible.<br \/>The rats&#39; attacks are nonmagical, so being incorporeal, damage reduction, and other defenses can protect a creature from damage.<br \/>The disease effect is magical and spread by touch.<br \/>Any corporeal creature in the swarm that is subject to disease may contract it.<br \/>The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse.<br \/>The swarm disperses when it has taken a total of 8 points of damage per caster level from these attacks.<br \/>A stinking cloud spell and similar area or effect spells disperse a swarm immediately.<br \/>As a move-equivalent action, you can direct the swarm to move up to 40 feet per round.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"60 ft.","target":"","effect":"","area":"All allies and foes within a 60-ft.-radius burst centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your allies while causing confusion and weakness among your enemies.\nThe spell affects all allies and foes within the spell's area at the moment you cast it.\nYour allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the same patron deity as you.\nEnemies suffer a -2 luck penalty on attack rolls and saving throws.\nAfter casting the spell, you are free to take further actions during the spell's duration as you see fit.\nDivine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.","short_description":"By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your ...","material_components":"0","name":"Recitation","level":"Cleric 4","full_text":"<div><p><h5>Recitation<\/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<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>60 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>By reciting a sacred passage or declaration, you invoke your deity&#39;s blessing upon yourself and your allies while causing confusion and weakness among your enemies.<br \/>The spell affects all allies and foes within the spell&#39;s area at the moment you cast it.<br \/>Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the same patron deity as you.<br \/>Enemies suffer a -2 luck penalty on attack rolls and saving throws.<br \/>After casting the spell, you are free to take further actions during the spell&#39;s duration as you see fit.<br \/>Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius spread","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area.\nThe wave splashes and splatters as it passes; some slime clings to any wall or ceiling.\nGreen slime devours flesh and organic materials on contact, and even dissolves metal.\nEach creature is covered with one patch of green slime for every 5 feet of its face.\nA patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh.\nAgainst wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood.\nIt does not harm stone.\nOn the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well).\nExtreme cold or heat, sunlight, or a remove disease spell destroys the green slime.\nUnlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.\nMaterial Component: A few drops of stagnant pond water.","short_description":"You create a wave of green slime that begins at the range you choose and violently spreads to the lim...","material_components":"0","name":"Slime Wave","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Slime Wave<\/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 \/ 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 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>Reflex 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>You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area.<br \/>The wave splashes and splatters as it passes; some slime clings to any wall or ceiling.<br \/>Green slime devours flesh and organic materials on contact, and even dissolves metal.<br \/>Each creature is covered with one patch of green slime for every 5 feet of its face.<br \/>A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh.<br \/>Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal&#39;s hardness but not that of wood.<br \/>It does not harm stone.<br \/>On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well).<br \/>Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime.<br \/>Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.<br \/>Material Component: A few drops of stagnant pond water.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"Unattended, nonmagical object of nonliving matter, up to 1 cu. ft.\/level","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create a nonmagical, unattended object of any sort of matter.\nItems created are permanent and cannot be negated by dispelling magics or negating powers.\nFor all intents and purposes, these items are completely real.\nThe volume of the item created cannot exceed 1 cubic foot per caster level.\nYou must succeed at an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.\nUnlike the items brought into being by the lower-level spells minor creation and major creation (see the Player's Handbook for those spell descriptions), objects created by the casting of true creation can be used as material components.\nMaterial Component: A small piece of matter of the same type of item you plan to create--a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.\nXP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player's Handbook for item costs).","short_description":"You create a nonmagical, unattended object of any sort of matter.","material_components":"0","name":"True Creation","level":"","full_text":"<div><p><h5>True Creation<\/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>10 minutes<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>Unattended, nonmagical object of nonliving matter, up to 1 cu. 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>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a nonmagical, unattended object of any sort of matter.<br \/>Items created are permanent and cannot be negated by dispelling magics or negating powers.<br \/>For all intents and purposes, these items are completely real.<br \/>The volume of the item created cannot exceed 1 cubic foot per caster level.<br \/>You must succeed at an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.<br \/>Unlike the items brought into being by the lower-level spells minor creation and major creation (see the Player&#39;s Handbook for those spell descriptions), objects created by the casting of true creation can be used as material components.<br \/>Material Component: A small piece of matter of the same type of item you plan to create&#8212;a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.<br \/>XP Cost: The item&#39;s gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player&#39;s Handbook for item costs).<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"60 ft.","target":"","effect":"60-ft. spread, centered on you","area":"","duration":"Concentration","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.","short_description":"This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.","material_components":"0","name":"Blessed Aim","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Blessed 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>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ 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 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>60-ft. spread, centered on you<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>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"Up to eight living creatures within range","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n* The ceaseless chaos of surface thoughts of images\n* Individual trains of thought in whatever order you desire\n* Information from all minds about one particular topic, thing, or being, one nugget of information per caster level\n* A study of the thoughts and memories of one creature of the group in detail Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.\nThe creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.\n(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).\nSuccess at this saving throw does not negate the other effects of the brain spider for that creature.\nYou can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.\nLanguage is not a barrier, and you need not personally know the beings--you can choose, for instance, the nearest eight guards who must be in that chamber there.\nThe spell cannot reach those who make a successful Will save.\nMaterial Component: A spider of any size or type.\nIt may be dead, but must still have all eight legs.","short_description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creature...","material_components":"0","name":"Brain Spider","level":"Cleric 8","full_text":"<div><p><h5>Brain Spider<\/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 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 full 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>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 allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n\t<ul>\n\t\t<li>The ceaseless chaos of surface thoughts of images<\/li>\n\t\t<li>Individual trains of thought in whatever order you desire<\/li>\n\t\t<li>Information from all minds about one particular topic, thing, or being, one nugget of information per caster level<\/li>\n\t\t<li>A study of the thoughts and memories of one creature of the group in detail Once per round, if you do not perform a detailed study of one creature&#39;s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.<\/li>\n\t<\/ul><br \/>The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.<br \/>(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).<br \/>Success at this saving throw does not negate the other effects of the brain spider for that creature.<br \/>You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.<br \/>Language is not a barrier, and you need not personally know the beings&#8212;you can choose, for instance, &quot;the nearest eight guards who must be in that chamber there&quot;.<br \/>The spell cannot reach those who make a successful Will save.<br \/>Material Component: A spider of any size or type.<br \/>It may be dead, but must still have all eight legs.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can use a creature's vision instead of your own.\nWhile this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature.\nIn this way, your sensor can infiltrate a closely guarded area.\nDuring your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.","short_description":"You can use a creature's vision instead of your own.","material_components":"0","name":"Chain of Eyes","level":"Cleric 3 \/ Druid 4","full_text":"<div><p><h5>Chain 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>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ 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>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>You can use a creature&#39;s vision instead of your own.<br \/>While this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature.<br \/>In this way, your sensor can infiltrate a closely guarded area.<br \/>During your turn in a round, you can use a free action to switch from seeing through the current creature&#39;s eyes to seeing normally or back again.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"30 ft.","target":"You and one willing creature within 30 ft.","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.\nThe bond can be established only with a willing subject.\nYou can communicate telepathically through the bond regardless of language.\nNo special power or influence is established as a result of the bond.\nOnce the bond is formed, it works over any distance (although not from one plane to another).","short_description":"You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.","material_components":"0","name":"Telepathic Bond, Lesser","level":"Cleric 3","full_text":"<div><p><h5>Telepathic Bond, 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>Divination<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>30 ft.<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>You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.<br \/>The bond can be established only with a willing subject.<br \/>You can communicate telepathically through the bond regardless of language.<br \/>No special power or influence is established as a result of the bond.<br \/>Once the bond is formed, it works over any distance (although not from one plane to another).<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude negates (and see text)","spell_resistance":"Yes","description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.\nYou can learn the answer to one question per round, to the best of the subject's knowledge.\nYou can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question.\nSubjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered.\nYou pose the questions telepathically, and the answers to those questions are imparted directly to your mind.\nYou and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.","short_description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the ...","material_components":"0","name":"Probe Thoughts","level":"Wizard 6 \/ Sorcerer 6","full_text":"<div><p><h5>Probe Thoughts<\/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>Wizard 6 \/ Sorcerer 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 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>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 (and 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>All the subject&#39;s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.<br \/>You can learn the answer to one question per round, to the best of the subject&#39;s knowledge.<br \/>You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question.<br \/>Subjects who do not wish to be probed can attempt to move beyond the power&#39;s range, unless somehow hindered.<br \/>You pose the questions telepathically, and the answers to those questions are imparted directly to your mind.<br \/>You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"A well shaft, 10 ft. diameter, up to 100 ft. deep.","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell locates a source of fresh water within 100 feet of the surface.\nIf a water source is in range, it excavates a well shaft down to that water.\nOtherwise, the spell fails.\nMaterial Component: A shovel or spade.","short_description":"This spell locates a source of fresh water within 100 feet of the surface.","material_components":"0","name":"Sweet Water","level":"Cleric 3 \/ Druid 2","full_text":"<div><p><h5>Sweet Water<\/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<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>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A well shaft, 10 ft. diameter, up to 100 ft. deep.<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>This spell locates a source of fresh water within 100 feet of the surface.<br \/>If a water source is in range, it excavates a well shaft down to that water.<br \/>Otherwise, the spell fails.<br \/>Material Component: A shovel or spade.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"1 mile radius + 1 mile\/level","target":"","effect":"","area":"1 mile radius + 1 mile\/level, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You may accurately predict the natural weather up to one week into the future.\nIf unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell.\nMaterial Component: Incense.\nDivine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).","short_description":"You may accurately predict the natural weather up to one week into the future.","material_components":"0","name":"Weather Eye","level":"Cleric 4 \/ Druid 3","full_text":"<div><p><h5>Weather 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>Cleric 4 \/ Druid 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 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile radius + 1 mile\/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>No<br\/><\/td><\/tr><\/table><p>\t<p>You may accurately predict the natural weather up to one week into the future.<br \/>If unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell.<br \/>Material Component: Incense.<br \/>Divine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell grants you the ability to make one ray attack per round.\nThe ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.\nThe creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"This spell grants you the ability to make one ray attack per round.","material_components":"0","name":"Bolts of Bedevilment","level":"","full_text":"<div><p><h5>Bolts of Bedevilment<\/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 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>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 grants you the ability to make one ray attack per round.<br \/>The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.<br \/>The creature is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living, intelligent creature touched","effect":"","area":"","duration":"1 day\/5 caster levels from the day touched (see text)","saving_throw":"Will negates","spell_resistance":"Yes","description":"This powerful instrument of chaos spreads madness by touch.\nThe caster infects the first victim by making a successful melee touch attack.\nA subject who fails a Will save is afflicted with insanity (a continuous confusion effect).\nThis condition is permanent until countered, and the madness can be passed to anyone the victim touches.\nAnyone who makes the initial saving throw is immune to that casting of the chain of chaos spell.\nEach person the subject touches during the spell's duration (including by successful melee attack) must make a Will save at the spell's DC or suffer the insanity effect.\nEach additional victim in turn can pass the madness on for a period of one day per five caster levels after being infected.\nThe spell affects a maximum of five persons per caster level.\nIndividual victims can be restored by any means effective against insanity, for example, greater restoration, limited wish,\nmiracle, or wish.\nAnyone restored cannot be affected again by that casting of the chain of chaos spell.\nDM Note: When dealing with the effect of this spell on a large nonadventuring population over a period of time, it is not necessary to track each individual affected by this spell.\nInstead, just decide if individuals encountered are mad and whether they are infectious based on your judgement of the progress of the chain madness.","short_description":"This powerful instrument of chaos spreads madness by touch.","material_components":"0","name":"Chain of Chaos","level":"Cleric 8","full_text":"<div><p><h5>Chain of Chaos<\/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<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 day\/5 caster levels from the day touched (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 powerful instrument of chaos spreads madness by touch.<br \/>The caster infects the first victim by making a successful melee touch attack.<br \/>A subject who fails a Will save is afflicted with insanity (a continuous confusion effect).<br \/>This condition is permanent until countered, and the madness can be passed to anyone the victim touches.<br \/>Anyone who makes the initial saving throw is immune to that casting of the chain of chaos spell.<br \/>Each person the subject touches during the spell&#39;s duration (including by successful melee attack) must make a Will save at the spell&#39;s DC or suffer the insanity effect.<br \/>Each additional victim in turn can pass the madness on for a period of one day per five caster levels after being infected.<br \/>The spell affects a maximum of five persons per caster level.<br \/>Individual victims can be restored by any means effective against insanity, for example, greater restoration, limited wish,<br \/>miracle, or wish.<br \/>Anyone restored cannot be affected again by that casting of the chain of chaos spell.<br \/>DM Note: When dealing with the effect of this spell on a large nonadventuring population over a period of time, it is not necessary to track each individual affected by this spell.<br \/>Instead, just decide if individuals encountered are mad and whether they are infectious based on your judgement of the progress of the chain madness.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"One action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1d4+1 rounds","saving_throw":"None","spell_resistance":"Yes","description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.\nThis spell makes it impossible for the victim to do anything other than race about caterwauling, worsens the Armor\nClass of the subject by -4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.","short_description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad...","material_components":"0","name":"Maddening Scream","level":"","full_text":"<div><p><h5>Maddening Scream<\/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>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>One 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+1 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<br\/><\/td><\/tr><\/table><p>\t<p>The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.<br \/>This spell makes it impossible for the victim to do anything other than race about caterwauling, worsens the Armor<br \/>Class of the subject by -4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, XP","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":"As true domination, except the subject can be any creature and is permanently dominated if it fails its initial Will saving throw.\nA subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action.\nIf the save succeeds, the subject still remains your thrall despite its minor mutiny.\nOnce a subject of thrall makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.\nXP Cost: 500 XP per Hit Die or level of the subject.","short_description":"As true domination, except the subject can be any creature and is permanently dominated if it fails i...","material_components":"0","name":"Monstrous Thrall","level":"","full_text":"<div><p><h5>Monstrous Thrall<\/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>V, S, XP<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>As true domination, except the subject can be any creature and is permanently dominated if it fails its initial Will saving throw.<br \/>A subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action.<br \/>If the save succeeds, the subject still remains your thrall despite its minor mutiny.<br \/>Once a subject of thrall makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.<br \/>XP Cost: 500 XP per Hit Die or level of the subject.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"One action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You can put a creature into a screaming blood frenzy.\nIn this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves.\nUnlike a barbarian rage, no penalty to AC is suffered, and no fatigue period comes after the rage is over.","short_description":"You can put a creature into a screaming blood frenzy.","material_components":"0","name":"Rage","level":"","full_text":"<div><p><h5>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><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>One 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>You can put a creature into a screaming blood frenzy.<br \/>In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves.<br \/>Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period comes after the rage is over.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"30 ft.","target":"All allies within 30 ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability.\nAllies who are fighting on your side are affected as if they had received an aid spell, gaining a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 temporary hit points for the duration of the spell.\nAllies who worship the same deity as you are infused with the righteous wrath.\nThey gain one additional melee attack each round, at their highest attack bonus, and a +2 morale bonus on attack and damage rolls and saving throws.\nThey gain an additional 1d8 temporary hit points (for a total of 2d8) and a +3 morale bonus on saving throws against mind-affecting spells or effects.\nWhen the spell duration expires, any allies who were affected by the full righteous wrath are fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for 10 minutes.","short_description":"When you cast this spell, you fire your allies and companions with a divine madness or fury that grea...","material_components":"0","name":"Righteous Wrath of the Faithful","level":"Cleric 7","full_text":"<div><p><h5>Righteous Wrath of the Faithful<\/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 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>30 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>When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability.<br \/>Allies who are fighting on your side are affected as if they had received an aid spell, gaining a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 temporary hit points for the duration of the spell.<br \/>Allies who worship the same deity as you are infused with the righteous wrath.<br \/>They gain one additional melee attack each round, at their highest attack bonus, and a +2 morale bonus on attack and damage rolls and saving throws.<br \/>They gain an additional 1d8 temporary hit points (for a total of 2d8) and a +3 morale bonus on saving throws against mind-affecting spells or effects.<br \/>When the spell duration expires, any allies who were affected by the full righteous wrath are fatigued (-2 to Strength, -2 to Dexterity, can&#39;t charge or run) for 10 minutes.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You may daze one living creature by making a successful touch attack.\nIf the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.\nThe dazed creature is not stunned (so attackers get no special advantage against it), but can't move, cast spells, use mental abilities, and so on.","short_description":"You may daze one living creature by making a successful touch attack.","material_components":"0","name":"Touch of Madness","level":"","full_text":"<div><p><h5>Touch of Madness<\/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 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<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 daze one living creature by making a successful touch attack.<br \/>If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.<br \/>The dazed creature is not stunned (so attackers get no special advantage against it), but can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid of Medium-size or smaller","effect":"","area":"","duration":"1 day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can control the actions of any humanoid that is Medium-size or smaller.\nYou establish a telepathic link with the subject's mind.\nIf a common language is shared, you can generally force the subject to perform as you desire, within the limits of his abilities.\nIf no common language is shared, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still.\nYou know what the subject is experiencing, but you do not receive direct sensory input from him.\nSubjects have a chance of resisting this control (Will save to avoid the effects when the spell is cast).\nThose affected by the spell and then forced to take actions against their nature receive a new saving throw with a penalty of -4.\nObviously self-destructive orders may be carried out, unless the subject can make a saving throw with the -4 penalty.\nOnce control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.\nYou need not see the subject to control it.\nProtection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.","short_description":"You can control the actions of any humanoid that is Medium-size or smaller.","material_components":"0","name":"True Domination","level":"","full_text":"<div><p><h5>True Domination<\/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>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 day\/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 can control the actions of any humanoid that is Medium-size or smaller.<br \/>You establish a telepathic link with the subject&#39;s mind.<br \/>If a common language is shared, you can generally force the subject to perform as you desire, within the limits of his abilities.<br \/>If no common language is shared, you can communicate only basic commands, such as &quot;Come here&quot;, &quot;Go there&quot;, &quot;Fight&quot;, and &quot;Stand still&quot;.<br \/>You know what the subject is experiencing, but you do not receive direct sensory input from him.<br \/>Subjects have a chance of resisting this control (Will save to avoid the effects when the spell is cast).<br \/>Those affected by the spell and then forced to take actions against their nature receive a new saving throw with a penalty of -4.<br \/>Obviously self-destructive orders may be carried out, unless the subject can make a saving throw with the -4 penalty.<br \/>Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.<br \/>You need not see the subject to control it.<br \/>Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","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 make a successful ranged touch attack to strike your target.\nA creature struck suffers varying damage, depending on its nature or its home plane of existence and your level:","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":"","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><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>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 make a successful ranged touch attack to strike your target.<br \/>A creature struck suffers varying damage, depending on its nature or its home plane of existence and your level:<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 action","range":"10 ft.","target":"","effect":"","area":"10-ft. radius emanation","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"This spell allows you to verbally rebuke foes.\nBy shouting your deity's teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected.\nThis spell has no effect on creatures that cannot hear.\nOtherwise, you deafen foes of the same alignment for 1d4 rounds (save for half).\nFoes within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster level (maximum 10).\nFoes whose alignment is more than one step different from yours take 1d4 points of damage per caster level (maximum 10d4).\nA saving throw is allowed for half damage from this spell.","short_description":"This spell allows you to verbally rebuke foes.","material_components":"0","name":"Castigate","level":"Cleric 4","full_text":"<div><p><h5>Castigate<\/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<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>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>This spell allows you to verbally rebuke foes.<br \/>By shouting your deity&#39;s teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected.<br \/>This spell has no effect on creatures that cannot hear.<br \/>Otherwise, you deafen foes of the same alignment for 1d4 rounds (save for half).<br \/>Foes within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster level (maximum 10).<br \/>Foes whose alignment is more than one step different from yours take 1d4 points of damage per caster level (maximum 10d4).<br \/>A saving throw is allowed for half damage from this spell.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"120 ft.","target":"","effect":"","area":"120-ft.-radius emanation, centered on you","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.\nYou gain a +4 enhancement bonus to your Charisma score for the duration of the spell.\nAll creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you.\nAny such creature that wants to take hostile action against you must make a successful Will save to do so.\nAny creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own.\nCreatures with 8 HD or more may pay attention to you, but are not affected by this spell.\nWhen you speak, all listeners telepathically understand you, even if they do not understand your language.\nWhile the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren't affected by this power.\nOnly creatures within range at the time a suggestion is given are subject to it.\nMaterial Component: An opal worth at least 200 gp.","short_description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold...","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 full round<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>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 are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.<br \/>You gain a +4 enhancement bonus to your Charisma score for the duration of the spell.<br \/>All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you.<br \/>Any such creature that wants to take hostile action against you must make a successful Will save to do so.<br \/>Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell&#39;s area, nor will it try to leave the area on its own.<br \/>Creatures with 8 HD or more may pay attention to you, but are not affected by this spell.<br \/>When you speak, all listeners telepathically understand you, even if they do not understand your language.<br \/>While the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren&#39;t affected by this power.<br \/>Only creatures within range at the time a suggestion is given are subject to it.<br \/>Material Component: An opal worth at least 200 gp.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You can sacrifice life force to increase the damage you deal.\nOnce each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of opportunity).\nFor every 2 hit points you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack.\nYour ability to deal this additional damage ends when you successfully attack or when the spell duration ends.\nYou can make as many sacrifices as the spell duration allows.\nSacrificed hit points count as normal damage.\nFor example, an 8th-level paladin can cast this spell with a duration of 4 rounds.\nIf she sacrifices 10 hit points a round and hits in every round, she can spend up to 40 hit points and deal up to +20d6 points of additional damage.","short_description":"You can sacrifice life force to increase the damage you deal.","material_components":"0","name":"Divine Sacrifice","level":"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>Evocation<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 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><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 sacrifice life force to increase the damage you deal.<br \/>Once each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of opportunity).<br \/>For every 2 hit points 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 additional damage ends when you successfully attack or when the spell duration ends.<br \/>You can make as many sacrifices as the spell duration allows.<br \/>Sacrificed hit points count as normal damage.<br \/>For example, an 8th-level paladin can cast this spell with a duration of 4 rounds.<br \/>If she sacrifices 10 hit points a round and hits in every round, she can spend up to 40 hit points and deal up to +20d6 points of additional damage.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Whirling disk of weapons, up to 30-ft. radius","area":"","duration":"Concentration","saving_throw":"Reflex negates (see text)","spell_resistance":"Yes","description":"You create a spinning disk of weapons, of the type favored by your deity.\nThese weapons whirl around a central point, creating an\nimmobile circular barrier.\nAny creature passing through the divine storm takes 1d6 points of damage, plus an additional 2 points per caster level (maximum +20).\nYou choose the plane of rotation of the weapons: horizontal, vertical, or slanted.\nCreatures within the divine storm when it is invoked can dodge out of the way and take no damage if they make a successful Reflex save.\nOnce the divine storm is in place, any creature entering or passing through the disk automatically takes damage.\nA divine storm serves as one-half cover (+4 AC) for anyone beyond it.\nDivine Focus: A tiny replica of the deity's weapon on a silver chain.","short_description":"You create a spinning disk of weapons, of the type favored by your deity.","material_components":"0","name":"Divine Storm","level":"Cleric 4","full_text":"<div><p><h5>Divine 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>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 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>Effect:<\/b><br\/><\/td><td>Whirling disk of weapons, up to 30-ft. radius<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>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>You create a spinning disk of weapons, of the type favored by your deity.<br \/>These weapons whirl around a central point, creating an<br \/>immobile circular barrier.<br \/>Any creature passing through the divine storm takes 1d6 points of damage, plus an additional 2 points per caster level (maximum +20).<br \/>You choose the plane of rotation of the weapons: horizontal, vertical, or slanted.<br \/>Creatures within the divine storm when it is invoked can dodge out of the way and take no damage if they make a successful Reflex save.<br \/>Once the divine storm is in place, any creature entering or passing through the disk automatically takes damage.<br \/>A divine storm serves as one-half cover (+4 AC) for anyone beyond it.<br \/>Divine Focus: A tiny replica of the deity&#39;s weapon on a silver chain.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Nonmagical weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.\nFor the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage.\nOn a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon's critical multiplier is x2, +2d10 points if the weapon's multiplier is x3, and +3d10 points if the multiplier is x4.\nThis spell effect does not stack with a weapon's enhancement bonus or with a flaming or flaming burst weapon bonus.\nMaterial Focus: A lump of phosphorus, touched to the target weapon.","short_description":"You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.","material_components":"0","name":"Flame of Faith","level":"Cleric 3","full_text":"<div><p><h5>Flame of Faith<\/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, 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 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 temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.<br \/>For the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage.<br \/>On a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon&#39;s critical multiplier is x2, +2d10 points if the weapon&#39;s multiplier is x3, and +3d10 points if the multiplier is x4.<br \/>This spell effect does not stack with a weapon&#39;s enhancement bonus or with a flaming or flaming burst weapon bonus.<br \/>Material Focus: A lump of phosphorus, touched to the target weapon.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You cause moisture in the air to sparkle, coalesce, then spray away from your fingertips, driving into all creatures in the cone of effect.\nEach creature in the area takes 1d6 points of damage, plus 1 additional point per caster level to a maximum of +5.\nA Reflex save is allowed for half damage.","short_description":"You cause moisture in the air to sparkle, coalesce, then spray away from your fingertips, driving int...","material_components":"0","name":"Knife Spray","level":"Cleric 2","full_text":"<div><p><h5>Knife 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>Cleric 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>You cause moisture in the air to sparkle, coalesce, then spray away from your fingertips, driving into all creatures in the cone of effect.<br \/>Each creature in the area takes 1d6 points of damage, plus 1 additional point per caster level to a maximum of +5.<br \/>A Reflex save is allowed for half damage.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"5 ft. wide out to limit of range","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Sword stream causes moisture in the air to sparkle, coalesce, then shoot away from your fingertips in a high-pressure stream.\nEach creature in the effect takes 1d8 points of damage, plus 1 additional point per caster level to a maximum of +10.","short_description":"Sword stream causes moisture in the air to sparkle, coalesce, then shoot away from your fingertips in...","material_components":"0","name":"Sword Stream","level":"Cleric 3","full_text":"<div><p><h5>Sword Stream<\/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 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>5 ft. wide out to limit of range<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>Sword stream causes moisture in the air to sparkle, coalesce, then shoot away from your fingertips in a high-pressure stream.<br \/>Each creature in the effect takes 1d8 points of damage, plus 1 additional point per caster level to a maximum of +10.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"5 minutes + 1 minute\/level","saving_throw":"Will disbelief","spell_resistance":"Yes","description":"This spell disguises the target so that an animal or beast will believe the creature is a natural or dire animal.\nFor example, an individual cloaked by this glamer as a wolf might move through a wolf pack unhindered.\nYou must set the animal form at the time of casting.\nIf the form you choose is more than one size larger or two sizes smaller than the target's size, the spell fails.\nYour illusion deceives the senses of animals and beasts: sight, hearing, smell, and touch.\nThe spell does not allow communication with animals or beasts, nor is the subject granted any of the animal form's characteristics.","short_description":"This spell disguises the target so that an animal or beast will believe the creature is a natural or ...","material_components":"0","name":"Beastmask","level":"Beastmaster 2 \/ Druid 2","full_text":"<div><p><h5>Beastmask<\/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>Beastmaster 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 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>5 minutes + 1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief<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 disguises the target so that an animal or beast will believe the creature is a natural or dire animal.<br \/>For example, an individual cloaked by this glamer as a wolf might move through a wolf pack unhindered.<br \/>You must set the animal form at the time of casting.<br \/>If the form you choose is more than one size larger or two sizes smaller than the target&#39;s size, the spell fails.<br \/>Your illusion deceives the senses of animals and beasts: sight, hearing, smell, and touch.<br \/>The spell does not allow communication with animals or beasts, nor is the subject granted any of the animal form&#39;s characteristics.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"See text","target":"","effect":"See text","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"This spell has two versions.\nTo cast either version, you must touch a plant and breathe on it.\nBlight Area:When the spell is cast on a single normal plant, all normal plants in a 100-foot spread wither and die.\nFlowers wilt, leaves fall to the ground, and foliage withers.\nThe spell has no effect on the soil, so new growth can replace the dead plants.\nThis effect allows no saving throw.\nBlight Plant Creature:When cast on a single mobile or intelligent plant, such as a shambling mound or a treant, this spell deals 1d6 points of damage per level of the caster, to a maximum of 15d6.\nThe plant receives a Fortitude save for half damage.","short_description":"This spell has two versions.","material_components":"0","name":"Blight","level":"Cleric 5 \/ Druid 4","full_text":"<div><p><h5>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>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ 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>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/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>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 has two versions.<br \/>To cast either version, you must touch a plant and breathe on it.<br \/>Blight Area:When the spell is cast on a single normal plant, all normal plants in a 100-foot spread wither and die.<br \/>Flowers wilt, leaves fall to the ground, and foliage withers.<br \/>The spell has no effect on the soil, so new growth can replace the dead plants.<br \/>This effect allows no saving throw.<br \/>Blight Plant Creature:When cast on a single mobile or intelligent plant, such as a shambling mound or a treant, this spell deals 1d6 points of damage per level of the caster, to a maximum of 15d6.<br \/>The plant receives a Fortitude save for half damage.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Humanoid touched","effect":"","area":"","duration":"Permanent (see text)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You can cause temporary lycanthropy in a humanoid you touch.\nA humanoid who fails the saving throw contracts lycanthropy, and the condition manifests with the next full moon.\nUnlike other forms of lycanthropy, the effect of this spell can be broken by remove curse or break enchantment.\nYou can induce any type of common lycanthropy (and evil clerics frequently experiment with new kinds).\nAs a rule, the lycanthrope's animal form can be any predator between the size of a small dog and a large bear.\nThe source of the material component determines the victim's animal form.\n(More information on lycanthropes can be found in Appendix 3 of the Monster Manual).\nMaterial Component: A pint of animal blood.","short_description":"You can cause temporary lycanthropy in a humanoid you touch.","material_components":"0","name":"Curse of Lycanthropy","level":"","full_text":"<div><p><h5>Curse of Lycanthropy<\/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, 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>Permanent (see text)<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 can cause temporary lycanthropy in a humanoid you touch.<br \/>A humanoid who fails the saving throw contracts lycanthropy, and the condition manifests with the next full moon.<br \/>Unlike other forms of lycanthropy, the effect of this spell can be broken by remove curse or break enchantment.<br \/>You can induce any type of common lycanthropy (and evil clerics frequently experiment with new kinds).<br \/>As a rule, the lycanthrope&#39;s animal form can be any predator between the size of a small dog and a large bear.<br \/>The source of the material component determines the victim&#39;s animal form.<br \/>(More information on lycanthropes can be found in Appendix 3 of the Monster Manual).<br \/>Material Component: A pint of animal blood.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"One living creature\/level, no two of which can be more than 50 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This nasty spell causes a major disease and weakness in those who fail their saving throws.\nAfflicted creatures are immediately stricken with a sickening scourge that quickly spreads to cover their entire bodies.\nThe blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts are excruciatingly painful and highly debilitating.\nThe disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the creature makes a successful Fortitude save on a particular day.\nAs with mummy rot, successful saves do not allow the creature to recover.\nThe symptoms persist until the creature finds some magical means to cure the disease (such as remove disease, heal, or restoration).\nFocus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.","short_description":"This nasty spell causes a major disease and weakness in those who fail their saving throws.","material_components":"0","name":"Scourge","level":"","full_text":"<div><p><h5>Scourge<\/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>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 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 nasty spell causes a major disease and weakness in those who fail their saving throws.<br \/>Afflicted creatures are immediately stricken with a sickening scourge that quickly spreads to cover their entire bodies.<br \/>The blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts are excruciatingly painful and highly debilitating.<br \/>The disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the creature makes a successful Fortitude save on a particular day.<br \/>As with mummy rot, successful saves do not allow the creature to recover.<br \/>The symptoms persist until the creature finds some magical means to cure the disease (such as remove disease, heal, or restoration).<br \/>Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/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 or fiendish creature (see the Monster Manual for complete details):\n* You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil).\n* You gain the ability to smite evil or good once a day.\nAdd your Charisma bonus to your attack roll and your character level to your damage roll against a foe of that alignment.\n* You gain darkvision to a range of 60 ft.\n* You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).\n* You gain damage reduction 10\/+3.\n* You gain spell resistance 25.\nYour creature type does not change (you do not become an outsider).","short_description":"As lesser aspect of the deity, but you take on all the qualities of a celestial or fiendish creature ...","material_components":"0","name":"Aspect of the Deity","level":"","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><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 or fiendish creature (see the Monster Manual for complete details):\n\t<ul>\n\t\t<li>You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil).<\/li>\n\t\t<li>You gain the ability to smite evil or good 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 a foe of that alignment.\n\t<ul>\n\t\t<li>You gain darkvision to a range of 60 ft.<\/li>\n\t\t<li>You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).<\/li>\n\t\t<li>You gain damage reduction 10\/+3.<\/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 outsider).<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"20 ft.","target":"Living allies within 20 ft.","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"No","description":"You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the process.\nAllies gain a +4 enhancement bonus to Strength, and also +1d4 temporary hit points per caster level.\nWhen the spell ends, any remaining temporary hit points from its effect are lost, and each ally takes 1 point of subdual damage per level of the caster.","short_description":"You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the proc...","material_components":"0","name":"Bear's Heart","level":"Beastmaster 4 \/ Cleric 5 \/ Druid 4","full_text":"<div><p><h5>Bear's 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beastmaster 4 \/ Cleric 5 \/ 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>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>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>You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the process.<br \/>Allies gain a +4 enhancement bonus to Strength, and also +1d4 temporary hit points per caster level.<br \/>When the spell ends, any remaining temporary hit points from its effect are lost, and each ally takes 1 point of subdual damage per level of the caster.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.\nThese claws act as slashing melee weapons (damage 1d6 plus any magical or normal bonuses such as from Strength, threat range 19-20).\nYou can attack with your transformed hands and not provoke an attack of opportunity.\nThe claws do not hinder your manual dexterity or spellcasting.\nMaterial Component: The claw of a bird of prey, such as an eagle or falcon.","short_description":"Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.","material_components":"0","name":"Beast Claws","level":"Cleric 4 \/ Druid 3","full_text":"<div><p><h5>Beast 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>Cleric 4 \/ Druid 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 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>Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.<br \/>These claws act as slashing melee weapons (damage 1d6 plus any magical or normal bonuses such as from Strength, threat range 19-20).<br \/>You can attack with your transformed hands and not provoke an attack of opportunity.<br \/>The claws do not hinder your manual dexterity or spellcasting.<br \/>Material Component: The claw of a bird of prey, such as an eagle or falcon.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Wooden weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff.\nFor the duration of the spell, the weapon deals both piercing and bludgeoning damage.\nIt gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10).\nThis spell works only on melee weapons with wooden striking surfaces.\nFor instance, it does not work on a bow, an arrow, or a metal mace.\nMaterial Component: A small thorn.","short_description":"Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclu...","material_components":"0","name":"Brambles","level":"Cleric 2 \/ Druid 2","full_text":"<div><p><h5>Brambles<\/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 \/ 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 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>Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff.<br \/>For the duration of the spell, the weapon deals both piercing and bludgeoning damage.<br \/>It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10).<br \/>This spell works only on melee weapons with wooden striking surfaces.<br \/>For instance, it does not work on a bow, an arrow, or a metal mace.<br \/>Material Component: A small thorn.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Plants in a 40-ft.-radius spread","duration":"1 minute\/level","saving_throw":"See text","spell_resistance":"No","description":"This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast.\nCreatures that stand still are entangled, but experience no other effect and take no damage.\nThose that attempt actions (attack, cast a spell with a somatic component, move, and the like) take thorn damage of 1d4 points, plus 1 additional point per caster level, and must make a successful Reflex save or be entangled.\nA character who tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.\nA creature that fails the Reflex save is entangled, can't move, and suffers a -2 penalty on attack rolls and a -4 penalty to effective Dexterity.\nAn entangled creature can try to break free and move at half normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20).\nA nonentangled creature can move through the area at half speed, taking damage as described above.\nEach round nonentangled creatures remain in the area, the plants attempt to entangle them.\nThe plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an opponent--one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more.\nNote: The DM may alter the effects of the spell somewhat, based on the nature of the available plants.","short_description":"This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and ent...","material_components":"0","name":"Briar Web","level":"Cleric 3 \/ Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Briar 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>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ 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 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>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 causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast.<br \/>Creatures that stand still are entangled, but experience no other effect and take no damage.<br \/>Those that attempt actions (attack, cast a spell with a somatic component, move, and the like) take thorn damage of 1d4 points, plus 1 additional point per caster level, and must make a successful Reflex save or be entangled.<br \/>A character who tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.<br \/>A creature that fails the Reflex save is entangled, can&#39;t move, and suffers a -2 penalty on attack rolls and a -4 penalty to effective Dexterity.<br \/>An entangled creature can try to break free and move at half normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20).<br \/>A nonentangled creature can move through the area at half speed, taking damage as described above.<br \/>Each round nonentangled creatures remain in the area, the plants attempt to entangle them.<br \/>The plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an opponent&#8212;one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more.<br \/>Note: The DM may alter the effects of the spell somewhat, based on the nature of the available plants.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity).\nHowever, this temporarily suppresses both the creature's Intelligence and Charisma, each by the amount of the enhancement bonus.\nIf this lowers any ability below 3, the spell fails.\nThus, a 5th-level cleric might cast curse of the brute on a barbarian to increase the barbarian's Strength by 4 points.\nDoing this increases the barbarian's Strength by 4 points but lowers his Intelligence by 4 points and his Charisma by 4 points.\nIf the barbarian's original Intelligence or Charisma was 6 or lower, the spell would fail without effect.","short_description":"You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature ...","material_components":"0","name":"Curse of the Brute","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Curse of the Brute<\/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 \/ 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 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<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 grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity).<br \/>However, this temporarily suppresses both the creature&#39;s Intelligence and Charisma, each by the amount of the enhancement bonus.<br \/>If this lowers any ability below 3, the spell fails.<br \/>Thus, a 5th-level cleric might cast curse of the brute on a barbarian to increase the barbarian&#39;s Strength by 4 points.<br \/>Doing this increases the barbarian&#39;s Strength by 4 points but lowers his Intelligence by 4 points and his Charisma by 4 points.<br \/>If the barbarian&#39;s original Intelligence or Charisma was 6 or lower, the spell would fail without effect.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat.\nYou confer the base Reflex save bonus of a rogue of your total character level, an enhancement bonus to Dexterity sufficient to raise the target creature's Dexterity score to 18 (if it is not already 18 or higher), and the Spring Attack feat on the target creature for the duration of the spell.","short_description":"Calling on the divine power of your patron, you imbue a living creature with agility and skill in com...","material_components":"0","name":"Divine Agility","level":"Cleric 5","full_text":"<div><p><h5>Divine Agility<\/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>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>No<br\/><\/td><\/tr><\/table><p>\t<p>Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat.<br \/>You confer the base Reflex save bonus of a rogue of your total character level, an enhancement bonus to Dexterity sufficient to raise the target creature&#39;s Dexterity score to 18 (if it is not already 18 or higher), and the Spring Attack feat on the target creature for the duration of the spell.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/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 or half-fiend (see Appendix 3 of 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.\nGood clerics 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.\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 bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.\nEvil clerics undergo the following transformations:\n* You grow batlike wings that allow you to fly at your normal speed (average maneuverability).\n* You gain +1 natural armor.\n* You gain bite and claw attacks.\nIf you are Medium-size or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.\nIf you are Small, your bite deals 1d3 points of damage and each claw attack deals 1d3 points of damage.\n* You gain darkvision with a range of 60 feet.\n* You gain immunity to poison.\n* You gain acid, cold, electricity, and fire resistance 20.\n* You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha.","short_description":"As lesser aspect of the deity, except that you take on the qualities of a half-celestial or half-fien...","material_components":"0","name":"Aspect of the Deity, Greater","level":"","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><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 or half-fiend (see Appendix 3 of 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 \/>Good clerics 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.<\/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 bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.<\/li>\n\t<\/ul><br \/>Evil clerics undergo the following transformations:\n\t<ul>\n\t\t<li>You grow batlike wings that allow you to fly at your normal speed (average maneuverability).<\/li>\n\t\t<li>You gain +1 natural armor.<\/li>\n\t\t<li>You gain bite and claw attacks.<\/li>\n\t<\/ul><br \/>If you are Medium-size or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.<br \/>If you are Small, your bite deals 1d3 points of damage and each claw attack deals 1d3 points of damage.\n\t<ul>\n\t\t<li>You gain darkvision with a range of 60 feet.<\/li>\n\t\t<li>You gain immunity to poison.<\/li>\n\t\t<li>You gain acid, cold, electricity, and fire resistance 20.<\/li>\n\t\t<li>You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha.<\/li>\n\t<\/ul><\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 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 more like your deity's (in a very limited fashion, of course).\nYou gain an enhancement bonus (1d4+1 points) to your Charisma score.\nYou also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good, cold and fire if you are evil.","short_description":"When you cast this spell, your body changes into a form more like your deity's (in a very limited fas...","material_components":"0","name":"Aspect of the Deity, Lesser","level":"Paladin 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>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 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 more like your deity&#39;s (in a very limited fashion, of course).<br \/>You gain an enhancement bonus (1d4+1 points) to your Charisma score.<br \/>You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good, cold and fire if you are evil.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Wooden weapon touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.","short_description":"As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its thr...","material_components":"0","name":"Spikes","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Spikes<\/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<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>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>As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"One living creature\/level","effect":"","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"Yes","description":"You can render living creatures virtually immune to fatigue or exhaustion.\nYou must touch each creature to be affected as you cast the spell.\nThe benefits include: Endurance: This feat confers a +4 bonus on any check made for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on).\nMorale Bonus: Subjects gain an additional +4 morale bonus that stacks with the bonus from the Endurance feat.\nThis bonus also applies to saving throws against spells and magical effects that cause weakness, fatigue, exhaustion, or enfeeblement.\nExtended Activity: Affected creatures may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue or continue up to 16 hours and become fatigued instead of exhausted (see Forced March, page 143 of the Player's Handbook, and Exhausted and Fatigued, page 84 of the DUNGEON MASTER'S Guide).","short_description":"You can render living creatures virtually immune to fatigue or exhaustion.","material_components":"0","name":"Unfailing Endurance","level":"Cleric 4","full_text":"<div><p><h5>Unfailing Endurance<\/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 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 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 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 can render living creatures virtually immune to fatigue or exhaustion.<br \/>You must touch each creature to be affected as you cast the spell.<br \/>The benefits include: Endurance: This feat confers a +4 bonus on any check made for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on).<br \/>Morale Bonus: Subjects gain an additional +4 morale bonus that stacks with the bonus from the Endurance feat.<br \/>This bonus also applies to saving throws against spells and magical effects that cause weakness, fatigue, exhaustion, or enfeeblement.<br \/>Extended Activity: Affected creatures may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue or continue up to 16 hours and become fatigued instead of exhausted (see Forced March, page 143 of the Player&#39;s Handbook, and Exhausted and Fatigued, page 84 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide).<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"Your weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You must be using your deity's favored weapon to cast this spell.\nYou may use the weapon as if you had proficiency with it even if you normally do not.\nThe weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).\nA double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.\nWhen you reach 9th caster level, the enhancement bonus of the weapon increases to +2.\nAt 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.","short_description":"You must be using your deity's favored weapon to cast this spell.","material_components":"0","name":"Weapon of the Deity","level":"Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Weapon 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>Cleric 4 \/ Paladin 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>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 must be using your deity&#39;s favored weapon to cast this spell.<br \/>You may use the weapon as if you had proficiency with it even if you normally do not.<br \/>The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).<br \/>A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.<br \/>When you reach 9th caster level, the enhancement bonus of the weapon increases to +2.<br \/>At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.<\/p><\/p>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The spell envelops the warded creature in a shroud of flickering shadows.\nThe shroud can, if the caster desires, conceal the wearer's features.\nIn any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8).\nThe subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet.\nFinally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.\nUndead creatures that are subjects of armor of darkness also gain +4 turn resistance.","short_description":"The spell envelops the warded creature in a shroud of flickering shadows.","material_components":"0","name":"Armor of Darkness","level":"","full_text":"<div><p><h5>Armor of 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>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 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 spell envelops the warded creature in a shroud of flickering shadows.<br \/>The shroud can, if the caster desires, conceal the wearer&#39;s features.<br \/>In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8).<br \/>The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet.<br \/>Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.<br \/>Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/2 levels","saving_throw":"","spell_resistance":"","description":"This spell allows you to protect yourself against some condition--such as being immersed in boiling oil or being buried under an avalanche--that would ordinarily cause certain death.\nYou can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).\nYou must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.\nShould you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.\nHowever, the spell does not protect any items carried on your person.\nAt the end of the spell's duration, the condition has full normal effects on you if you are still subjected to it.\nMaterial Component: An ointment of peach syrup and cinnabar.","short_description":"This spell allows you to protect yourself against some condition--such as being immersed in boiling o...","material_components":"0","name":"Surelife","level":"","full_text":"<div><p><h5>Surelife<\/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, 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 minute\/2 levels<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to protect yourself against some condition&#8212;such as being immersed in boiling oil or being buried under an avalanche&#8212;that would ordinarily cause certain death.<br \/>You can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).<br \/>You must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.<br \/>Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.<br \/>However, the spell does not protect any items carried on your person.<br \/>At the end of the spell&#39;s duration, the condition has full normal effects on you if you are still subjected to it.<br \/>Material Component: An ointment of peach syrup and cinnabar.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 week (8 hours\/day)","range":"180 ft.","target":"","effect":"A demiplane on the Ethereal Plane centered on your location","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create an immobile, finite plane with limited access--a demiplane.\nDemiplanes created by this power are very small, minor planes.\nYou can cast this spell only on the Ethereal Plane.\nWhen you cast it, a local density fluctuation precipitates the creation of a demiplane.\nAt first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.\nYou determine the environment in the demiplane when you first cast genesis, reflecting most any desire you can visualize.\nYou determine factors such as atmosphere, water, temperature, and the shape of the general terrain.\nHowever, the spell cannot create life (such as vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).\nIf you want these benefits, you must add them in some other fashion.\nOnce the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane if you are inside the boundaries of the demiplane.\nIn such a case, the radius of the demiplane increases by 60 feet for each subsequent casting.\nIf you cast the spell again while you are outside an existing demiplane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.\nXP Cost: 5,000 XP.\n(Note: This version of the genesis spell supersedes the genesis spell description previously published in Defenders of the Faith).","short_description":"You create an immobile, finite plane with limited access--a demiplane.","material_components":"0","name":"Genesis","level":"","full_text":"<div><p><h5>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><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 week (8 hours\/day)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>180 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A demiplane on the Ethereal Plane centered on your location<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 an immobile, finite plane with limited access&#8212;a demiplane.<br \/>Demiplanes created by this power are very small, minor planes.<br \/>You can cast this spell only on the Ethereal Plane.<br \/>When you cast it, a local density fluctuation precipitates the creation of a demiplane.<br \/>At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.<br \/>You determine the environment in the demiplane when you first cast genesis, reflecting most any desire you can visualize.<br \/>You determine factors such as atmosphere, water, temperature, and the shape of the general terrain.<br \/>However, the spell cannot create life (such as vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).<br \/>If you want these benefits, you must add them in some other fashion.<br \/>Once the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane if you are inside the boundaries of the demiplane.<br \/>In such a case, the radius of the demiplane increases by 60 feet for each subsequent casting.<br \/>If you cast the spell again while you are outside an existing demiplane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.<br \/>XP Cost: 5,000 XP.<br \/>(Note: This version of the genesis spell supersedes the genesis spell description previously published in Defenders of the Faith).<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"Unattended, nonmagical object of nonliving matter, up to 1 cu. ft.\/level","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create a nonmagical, unattended object of any sort of matter.\nItems created are permanent and cannot be negated by dispelling magics or negating powers.\nFor all intents and purposes, these items are completely real.\nThe volume of the item created cannot exceed 1 cubic foot per caster level.\nYou must succeed at an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.\nUnlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.\nMaterial Component: A small piece of matter of the same type of item you plan to create--a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.\nXP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player's Handbook for item costs).","short_description":"You create a nonmagical, unattended object of any sort of matter.","material_components":"0","name":"True Creation","level":"","full_text":"<div><p><h5>True Creation<\/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>10 minutes<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>Unattended, nonmagical object of nonliving matter, up to 1 cu. 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>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a nonmagical, unattended object of any sort of matter.<br \/>Items created are permanent and cannot be negated by dispelling magics or negating powers.<br \/>For all intents and purposes, these items are completely real.<br \/>The volume of the item created cannot exceed 1 cubic foot per caster level.<br \/>You must succeed at an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.<br \/>Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.<br \/>Material Component: A small piece of matter of the same type of item you plan to create&#8212;a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.<br \/>XP Cost: The item&#39;s gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player&#39;s Handbook for item costs).<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"One action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell grants you the ability to make one ray attack per round.\nThe ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.\nThe creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"This spell grants you the ability to make one ray attack per round.","material_components":"0","name":"Bolts of Bedevilment","level":"","full_text":"<div><p><h5>Bolts of Bedevilment<\/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>One 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>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 grants you the ability to make one ray attack per round.<br \/>The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.<br \/>The creature is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"One action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1d4+1 rounds","saving_throw":"None","spell_resistance":"Yes","description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.\nThis spell makes it impossible for the victim to do anything other than race about caterwauling.\nThe effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.","short_description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad...","material_components":"0","name":"Maddening Scream","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Maddening Scream<\/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 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>One 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+1 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<br\/><\/td><\/tr><\/table><p>\t<p>The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.<br \/>This spell makes it impossible for the victim to do anything other than race about caterwauling.<br \/>The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"One action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You can put a creature into a screaming blood frenzy.\nIn this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves.\n(Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over).","short_description":"You can put a creature into a screaming blood frenzy.","material_components":"0","name":"Rage","level":"","full_text":"<div><p><h5>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<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>One 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>You can put a creature into a screaming blood frenzy.<br \/>In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves.<br \/>(Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over).<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"One action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You may daze one living creature by making a successful touch attack.\nIf the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.\nThe dazed subject is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"You may daze one living creature by making a successful touch attack.","material_components":"0","name":"Touch of Madness","level":"","full_text":"<div><p><h5>Touch of Madness<\/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>One 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<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 daze one living creature by making a successful touch attack.<br \/>If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.<br \/>The dazed subject is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"A 20-ft.-radius emanation centered on a creature, object, or point in space","duration":"1 round\/level (D)","saving_throw":"Will negates or none (object)","spell_resistance":"Yes or no (object)","description":"You create an area of total darkness.\nThe darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area.\nCreatures outside the spell's area, even you, cannot see through it.\nYou can cast the spell on a point in space, but the effect is stationary unless you cast it on a mobile object.\nYou can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves.\nUnattended objects and points in space do not get saving throws or benefit from spell resistance.\nBlacklight counters or dispels any light spell of equal or lower level, such as daylight.\nThe 3rd-level cleric spell daylight counters or dispels blacklight.\nMaterial Component: A piece of coal and the dried eyeball of any creature.","short_description":"You create an area of total darkness.","material_components":"0","name":"Blacklight","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Blacklight<\/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, 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 (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or none (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or no (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create an area of total darkness.<br \/>The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area.<br \/>Creatures outside the spell&#39;s area, even you, cannot see through it.<br \/>You can cast the spell on a point in space, but the effect is stationary unless you cast it on a mobile object.<br \/>You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves.<br \/>Unattended objects and points in space do not get saving throws or benefit from spell resistance.<br \/>Blacklight counters or dispels any light spell of equal or lower level, such as daylight.<br \/>The 3rd-level cleric spell daylight counters or dispels blacklight.<br \/>Material Component: A piece of coal and the dried eyeball of any creature.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 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 at a ranged touch attack to strike your target.\nA creature struck suffers 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":"","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><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.\/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 at a ranged touch attack to strike your target.<br \/>A creature struck suffers varying damage, depending on its nature and home plane of existence:<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Personal","target":"","effect":"","area":"120-ft.-radius emanation centered on you","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.\nYou gain a +4 enhancement bonus to your Charisma score for the duration of the spell.\nAll creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you.\nAny such creature that wants to take hostile action against you must make a successful Will save to do so.\nAny creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the\nduration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own.\nCreatures with 8 HD or more may pay attention to you, but are not affected by this spell.\nWhen you speak, all listeners telepathically understand you, even if they do not understand your language.\nWhile the spell lasts, you can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD ormore aren't affected by this power.\nOnly creatures within range at the time a suggestion is given are subject to it.\nMaterial Component: An opal worth at least 200 gp.","short_description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold...","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 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 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 are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.<br \/>You gain a +4 enhancement bonus to your Charisma score for the duration of the spell.<br \/>All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you.<br \/>Any such creature that wants to take hostile action against you must make a successful Will save to do so.<br \/>Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the<br \/>duration of the spell (as the enthrall spell), as long as it is in the spell&#39;s area, nor will it try to leave the area on its own.<br \/>Creatures with 8 HD or more may pay attention to you, but are not affected by this spell.<br \/>When you speak, all listeners telepathically understand you, even if they do not understand your language.<br \/>While the spell lasts, you can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD ormore aren&#39;t affected by this power.<br \/>Only creatures within range at the time a suggestion is given are subject to it.<br \/>Material Component: An opal worth at least 200 gp.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Several undead creatures within a 50-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.\nThe spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).\nCreatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.\nMaterial Component: The powder of a crushed diamond worth at least 500 gp.","short_description":"Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.","material_components":"0","name":"Undeath to Death","level":"Sorcerer 6 \/ Wizard 6 \/ Cleric 6","full_text":"<div><p><h5>Undeath to 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>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 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 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>Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.<br \/>The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).<br \/>Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.<br \/>Material Component: The powder of a crushed diamond worth at least 500 gp.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One item of a volume no greater than 10 cu. ft.\/level (see text)","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"Yes (object)","description":"This spell increases the hardness of materials (see Table 8-\n12: Substance Hardness and Hit Points in the Player's Handbook).\nPaper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on.\nFor every two caster levels, increase by 1 the hardness of the material targeted by the spell.\nThis hardness increase improves only the material's resistance to damage.\nNothing else is modified by the improvement.\nFor example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have a new hardness of 16 for purposes of ignoring damage caused by someone using the Sunder feat.\nThe sword's hit points, attack and damage modifiers, and other characteristics are not affected.\nThe hardening spell does not in any way affect resistance to other forms of transformation.\nIce still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.\nThis spell affects up to 10 cubic feet per level of the spellcaster.\nIf cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.","short_description":"This spell increases the hardness of materials (see Table 8-\n12: Substance Hardness and Hit Points in...","material_components":"0","name":"Hardening","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Hardening<\/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<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>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell increases the hardness of materials (see Table 8-<br \/>12: Substance Hardness and Hit Points in the Player&#39;s Handbook).<br \/>Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on.<br \/>For every two caster levels, increase by 1 the hardness of the material targeted by the spell.<br \/>This hardness increase improves only the material&#39;s resistance to damage.<br \/>Nothing else is modified by the improvement.<br \/>For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have a new hardness of 16 for purposes of ignoring damage caused by someone using the Sunder feat.<br \/>The sword&#39;s hit points, attack and damage modifiers, and other characteristics are not affected.<br \/>The hardening spell does not in any way affect resistance to other forms of transformation.<br \/>Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.<br \/>This spell affects up to 10 cubic feet per level of the spellcaster.<br \/>If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.<\/p><\/p>Reference: Deities and Demigods<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1 creature\/two levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons.\nThis bonus increases by +1 for every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).\nMaterial Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).","short_description":"All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and...","material_components":"0","name":"Antidragon Aura","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Antidragon 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>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 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 (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>All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons.<br \/>This bonus increases by +1 for every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).<br \/>Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"An invisible ray projects from your fingers.\nYou must succeed on a ranged touch attack with the ray to strike a target.\nThe target, if struck, functions as if it were inside an antimagic field.\nIf this spell is used against a creature, the target can't cast spells or can't use supernatural or spell-like abilities, nor do such abilities have any effect on the creature.\nHowever, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can't cast the spells required.\nIf this spell is used against an object, that object's magical powers are suppressed--including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray's duration.\nRemember that an object struck by the ray only receives a saving throw if it is attended or if it is a magic item.\nAn unattended item, even if currently under the effect of a spell (such as a torch with continual flame cast upon it), receives no save.\nThe spell doesn't affect any objects other than the target itself, even if those objects are worn, carried by, or in contact with the target.\nFor instance, if a creature is the target, its equipment remains unaffected.\nMaterial Component: A pinch of iron filings mixed with ruby dust worth 100 gp.","short_description":"An invisible ray projects from your fingers.","material_components":"0","name":"Antimagic Ray","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Antimagic Ray<\/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>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 (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>An invisible ray projects from your fingers.<br \/>You must succeed on a ranged touch attack with the ray to strike a target.<br \/>The target, if struck, functions as if it were inside an antimagic field.<br \/>If this spell is used against a creature, the target can&#39;t cast spells or can&#39;t use supernatural or spell-like abilities, nor do such abilities have any effect on the creature.<br \/>However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can&#39;t cast the spells required.<br \/>If this spell is used against an object, that object&#39;s magical powers are suppressed&#8212;including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray&#39;s duration.<br \/>Remember that an object struck by the ray only receives a saving throw if it is attended or if it is a magic item.<br \/>An unattended item, even if currently under the effect of a spell (such as a torch with continual flame cast upon it), receives no save.<br \/>The spell doesn&#39;t affect any objects other than the target itself, even if those objects are worn, carried by, or in contact with the target.<br \/>For instance, if a creature is the target, its equipment remains unaffected.<br \/>Material Component: A pinch of iron filings mixed with ruby dust worth 100 gp.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 minute\/level","saving_throw":"No","spell_resistance":"No","description":"You and all creatures within 10 feet of you gain evasion, but only against breath weapons.\n(If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead).\nThe effect of this spell doesn't stack with any existing evasion or improved evasion abilities.\nMaterial Component: Powdered emerald worth 500 gp.","short_description":"You and all creatures within 10 feet of you gain evasion, but only against breath weapons.","material_components":"0","name":"Aura of Evasion","level":"Cleric 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Aura of Evasion<\/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 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>1 standard action<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>No<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 all creatures within 10 feet of you gain evasion, but only against breath weapons.<br \/>(If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead).<br \/>The effect of this spell doesn&#39;t stack with any existing evasion or improved evasion abilities.<br \/>Material Component: Powdered emerald worth 500 gp.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft.-radius emanation centered on you","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"All allies within the area (including you) gain a morale bonus on saving throws against fear effects equal to your caster level (max +10).","short_description":"All allies within the area (including you) gain a morale bonus on saving throws against fear effects ...","material_components":"0","name":"Cloak of Bravery","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Cloak of Bravery<\/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 \/ 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>60 ft.<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>All allies within the area (including you) gain a morale bonus on saving throws against fear effects equal to your caster level (max +10).<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell functions similarly to contingency, but with a more limited scope.\nWhile contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for the remainder of the spell's duration (just as if you were under the effect of a resist energy spell of the appropriate type).\nOnce the energy type protected against by a particular casting of this spell is determined, it can't be changed.\nYou can't have more than one contingent energy resistance in effect on yourself at the same time--if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.\nThe energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell).\nHowever, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.\nMaterial Component: A pearl worth at least 100 gp.","short_description":"This spell functions similarly to contingency, but with a more limited scope.","material_components":"0","name":"Contingent Energy Resistance","level":"Cleric 4 \/ Druid 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Contingent Energy 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>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 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 minute<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 (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions similarly to contingency, but with a more limited scope.<br \/>While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for the remainder of the spell&#39;s duration (just as if you were under the effect of a resist energy spell of the appropriate type).<br \/>Once the energy type protected against by a particular casting of this spell is determined, it can&#39;t be changed.<br \/>You can&#39;t have more than one contingent energy resistance in effect on yourself at the same time&#8212;if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.<br \/>The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell).<br \/>However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.<br \/>Material Component: A pearl worth at least 100 gp.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting creatures caught in its area.\nThe modification applies only to the breath produced as part of the casting.\nFor each creature or object that fails its saving throw against your breath weapon and that is the target of one or more spells, you make a dispel check against each ongoing spell currently in effect on the object or creature.\nA dispel check is 1d20 + 1 per caster level (maximum +15) against a DC of 11 + the spell's caster level.\nA creature's magic items are not affected, and creatures and objects that rolled successful saving throws against your breath weapon are likewise not affected.\nIf a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature (returning it whence it came).\nFor each ongoing area or effect spell centered within the area of your breath weapon, you make a dispel check to dispel the spell.\nYou may choose to automatically succeed on dispel checks against any spell that you have cast.","short_description":"Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting cre...","material_components":"0","name":"Dispelling Breath","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Dispelling 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>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>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>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting creatures caught in its area.<br \/>The modification applies only to the breath produced as part of the casting.<br \/>For each creature or object that fails its saving throw against your breath weapon and that is the target of one or more spells, you make a dispel check against each ongoing spell currently in effect on the object or creature.<br \/>A dispel check is 1d20 + 1 per caster level (maximum +15) against a DC of 11 + the spell&#39;s caster level.<br \/>A creature&#39;s magic items are not affected, and creatures and objects that rolled successful saving throws against your breath weapon are likewise not affected.<br \/>If a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature (returning it whence it came).<br \/>For each ongoing area or effect spell centered within the area of your breath weapon, you make a dispel check to dispel the spell.<br \/>You may choose to automatically succeed on dispel checks against any spell that you have cast.<\/p><\/p>Reference: Draconomicon<\/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 (harmless)","spell_resistance":"Yes (harmless)","description":"This abjuration grants a creature complete protection against damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.\nThe spell protects the recipient's equipment as well.\nEnergy immunity absorbs only damage.\nThe recipient could still suffer unfortunate side effects, such as drowning in acid (since drowning results from a lack of oxygen), being deafened by a sonic attack, or becoming encased in ice.\nThe effect of this spell does not stack with similar effects, such as resist energy and protection from energy, that protect against the same energy type.\nIf a character is warded with energy immunity (fire) and is also receiving resistance to fire from one or more of the other spells, the energy immunity makes the other spells irrelevant.\nHowever, it is possible to be simultaneously under the effect of energy immunity (fire) and resist energy (electricity), or any other two such spells that protect against different types of energy.","short_description":"This abjuration grants a creature complete protection against damage from whichever one of five energ...","material_components":"0","name":"Energy Immunity","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 7 \/ Wizard 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<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 (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 abjuration grants a creature complete protection against damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.<br \/>The spell protects the recipient&#39;s equipment as well.<br \/>Energy immunity absorbs only damage.<br \/>The recipient could still suffer unfortunate side effects, such as drowning in acid (since drowning results from a lack of oxygen), being deafened by a sonic attack, or becoming encased in ice.<br \/>The effect of this spell does not stack with similar effects, such as resist energy and protection from energy, that protect against the same energy type.<br \/>If a character is warded with energy immunity (fire) and is also receiving resistance to fire from one or more of the other spells, the energy immunity makes the other spells irrelevant.<br \/>However, it is possible to be simultaneously under the effect of energy immunity (fire) and resist energy (electricity), or any other two such spells that protect against different types of energy.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S, M","casting_time":"1 standard action","range":"Touch","target":"One creature touched\/two levels","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"Dragons cannot see, hear, or smell the warded creatures, even with blindsense.\nThey act as though the warded creatures are not there.\nWarded creatures could stand before the hungriest of red dragons and not be molested or even noticed.\nIf a warded character touches or attacks a dragon, even with a spell, the spell ends for all recipients.\nMaterial Component: A dragon scale.","short_description":"Dragons cannot see, hear, or smell the warded creatures, even with blindsense.","material_components":"0","name":"Hide from Dragons","level":"Assassin 4 \/ Bard 5 \/ Sorcerer 7 \/ Wizard 7 \/ Hoardstealer 4","full_text":"<div><p><h5>Hide from Dragons<\/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 \/ Bard 5 \/ Sorcerer 7 \/ Wizard 7 \/ Hoardstealer 4<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>10 minutes\/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>Dragons cannot see, hear, or smell the warded creatures, even with blindsense.<br \/>They act as though the warded creatures are not there.<br \/>Warded creatures could stand before the hungriest of red dragons and not be molested or even noticed.<br \/>If a warded character touches or attacks a dragon, even with a spell, the spell ends for all recipients.<br \/>Material Component: A dragon scale.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"}],[],[],[],[],[],[],[],[]]