[[],[{"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":"

Fireburst<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2 \/ Warmage 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>5 ft.<\/td><\/tr>
Effect:<\/b><\/td>Burst of fire extending 5 ft. from you<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you.
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).
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":"

Fireburst, Greater<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Effect:<\/b><\/td>Burst of fire extending 10 ft. from you<\/td><\/tr><\/table>

\t

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":"

Force Whip<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Effect:<\/b><\/td>A whip of force<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

This spell creates a whip of magical force that you wield as if you had proficiency with it.
Simply cracking a force whip keeps normal animals (but not magical beasts or vermin) at bay unless they succeed on a Will save.
Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits.
On a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened.
Against other creature types, you can use a force whip in combat as if it were a normal whip.
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":"

Ice Blast<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

When you cast this spell, you spit forth a cloud of icy crystals that extends outward in a cone.
Creatures in the area are covered with a thin layer of ice that deals 1d6 points of damage per two caster levels (maximum 10d6).
In addition, creatures are affected by a temporary frostbite condition, making them fatigued for 1 minute.
A successful Fortitude save negates both the damage and the frostbite effect.
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":"

Internal Fire<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 9<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within.
Targets that fail a Fortitude save die instantly.
Those who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.
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":"

Lightning Blade<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Effect:<\/b><\/td>Swordlike blade; see text<\/td><\/tr>
Duration:<\/b><\/td>1 minute or until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch.
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.
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.
During the spell's duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6).
For 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.
On a successful attack, the blade deals the specified damage to the target.
If the attack misses, the damage is lost.
The wielder's Strength modifier does not apply to any damage done with a lightning blade.
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":"

Melt<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None or Fortitude half; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>See text<\/td><\/tr><\/table>

\t

This spell allows you to melt ice and snow, or to deal damage to cold creatures.
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.
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).
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.
Against cold creatures, the spell deals 2 points of damage per caster level (maximum 10 points), or half damage on a successful Fortitude save.
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.
Cold creatures apply spell resistance, if any.
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":"

Prismatic Ray<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A 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

PRISMATIC<\/span> RAY<\/span><\/h4>\n\n\t\n\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t
1d6 <\/th>\n\t\t\tColor of Beam <\/th>\n\t\t\tEffect <\/th>\n\t\t<\/tr>\n\t\t
1 <\/td>\n\t\t\t Red <\/td>\n\t\t\t 20 points fire damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t
2 <\/td>\n\t\t\t Orange <\/td>\n\t\t\t 40 points acid damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t
3 <\/td>\n\t\t\t Yellow <\/td>\n\t\t\t 80 points electricity damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t
4 <\/td>\n\t\t\t Green <\/td>\n\t\t\t Poison (Kills; Fortitude partial, take 1d6 Con damage instead) <\/td>\n\t\t<\/tr>\n\t\t
5 <\/td>\n\t\t\t Blue <\/td>\n\t\t\t Turned to stone (Fortitude negates) <\/td>\n\t\t<\/tr>\n\t\t
6 <\/td>\n\t\t\t Indigo <\/td>\n\t\t\t Insane, as 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":"

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

\t

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.
In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers.
If the bolt destroys a barrier, it can continue beyond 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":"

Steam Breath<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist.
Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6).
The steam clouds dissipate instantly after the damage is dealt.
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":"

Sword of Deception<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Pale green blade of force<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures).
A 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.
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.
In addition, each successful hit provides a -1 penalty on the target's next saving throw roll (-2 on a successful critical hit).
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.
Each 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.
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).
The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits.
A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell).
If an attacked creature has spell resistance, make a caster level check the first time the sword attacks.
If successful, the sword can attack that creature with normal effect for the duration of the spell.
If not, the sword of deception is dispelled.
If it goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.
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":"

Apparition<\/h5><\/p>
Illusion (Phantasm)<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell causes the subject's face to take on a horrible and terrifying appearance.
You 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.
Any creature (excluding you and your allies) that views the recipient and fails its save becomes shaken.
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":"

Chameleon<\/h5><\/p>
Illusion (Glamer)<\/td><\/tr>
Level:<\/b><\/td>Druid 2 \/ Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

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.
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.
When the background changes abruptly (from forest to stone wall, for example), the creature loses the
circumstance bonus for 1 round while the coloration change takes effect.
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":"

Illusory Pit<\/h5><\/p>
Illusion (Figment)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Concentration + 1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
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.
An attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round.
Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round.
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":"

Phantasmal Assailants<\/h5><\/p>
Illusion (Phantasm)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will disbelief (if interacted with), then Fortitude half; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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<\/em> succeeds in disbelieving and is wearing a 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":"

Shadow Binding<\/h5><\/p>
Illusion (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point.
Creatures in the area that fail a Will save are dazed for 1 round and are subsequently entangled.
Breaking free of the shadow binding requires a DC 20 Strength check or Escape Artist check, taken as a full-round action.
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":"

Superior Invisibility<\/h5><\/p>
Illusion (Glamer)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Personal or touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

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.
As with greater invisibility, this spell doesn't end if the subject attacks.
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).
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.
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":"

Wall of Gloom<\/h5><\/p>
Illusion (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>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<\/td><\/tr>
Duration:<\/b><\/td>Concentration + 1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You create a barrier of ominous shadow that obscures vision and deters passage.
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.
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
move away from the wall or attempt to move through again if it has a second move action available).
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.
Wall of gloom counters or dispels any light spell of equal or lower level.
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":"

Arrow of Bone<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>8 hours or until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
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.
In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain.
A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15).
Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
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":"

Backbiter<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1 \/ Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level or until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (object)<\/td><\/tr><\/table>

\t

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).
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's own AC.
The 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.
Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.
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.
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's hands, the weapon is too small to twist around and strike its wielder.
Magic weapons targeted by this spell receive a Will save.
An item in a creature's possession uses its own Will save bonus or its wielder's bonus, whichever is higher.
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":"

Blackfire<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates and Reflex negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
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.
A creature that makes its save takes no damage for that round and is sickened instead.
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.
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.
If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.
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,
or a break enchantment spell snuffs it out.
As well, a creature protected by death ward has immunity to blackfire's effects.
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":"

Burning Blood<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds.
Searing pain limits the subject to a single move action in any round when it fails its Fortitude save.
Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.
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":"

Ghost Light<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>One Medium or smaller ghostly light<\/td><\/tr>
Duration:<\/b><\/td>Concentration<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
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).
The shape of a ghost light can be changed at any time during the spell's duration as a free action.
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":"

Heart of Stone<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8<\/td><\/tr>
Components:<\/b><\/td>V, S, AF, XP<\/td><\/tr>
Casting Time:<\/b><\/td>1 hour<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 year<\/td><\/tr><\/table>

\t

You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the very nature of your body.
Your living heart can then be stored or hidden anywhere you like, where it continues to beat for the duration of the spell.
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.
First, your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest).
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.
Finally, your own living heart is vulnerable to attack; if it is damaged or destroyed, you are instantly slain.
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.
Your 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.
Stone to flesh can also end the spell, though you get a Fortitude saving throw to resist.
Focus: A carved stone heart of exceptional quality (jade, obsidian, or gold-veined marble) worth 5,000 gp.
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":"

Heart Ripper<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Assassin 4 \/ Wu Jen 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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.
Heart ripper affects a number of creatures with Hit Dice totaling your caster level, none of which can have more than 4 HD.
Creatures 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.
Extra Hit Dice not sufficient to affect remaining creatures are wasted.
Creatures 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.<\/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":"

Kiss of the Toad<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack.
The poison deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later.
Each instance of damage can be negated with a successful Fortitude save.
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":"

Pain<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks.
A successful Fortitude save lessens this penalty to -2.
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":"

Spirit Self<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute (D)<\/td><\/tr><\/table>

\t

You can send your spirit outside yourself in an incorporeal form while maintaining some semblance of life within your physical body.
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.
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.
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.
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.
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.
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.
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.
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":"

Spiritwall<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Effect:<\/b><\/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<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

This spell creates an immobile, swirling mass of greenish-white forms resembling tortured spirits.
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.
Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted.
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.
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).
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":"

Sword of Darkness<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Effect:<\/b><\/td>Black blade of negative energy<\/td><\/tr><\/table>

\t

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.
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.
Negative 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.
However, if the subject gains at least as many negative levels as it has Hit Dice, it dies.
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.
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":"

Withering Palm<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 7 \/ Wu Jen 7<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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).
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":"

Accuracy<\/h5><\/p>
Transmutation<\/td><\/tr>
b>Level:<\/b><\/td>Warmage 1 \/ Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless, object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless, object)<\/td><\/tr><\/table>

\t

When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets.
For the duration of the spell, the range increment for the affected weapon or weapons is doubled.
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":"

Animate Fire<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 2 \/ Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr><\/table>

\t

As animate wood, but you can animate a fire no larger than the maximum volume.
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).
Fire animated by this spell has hardness 0.
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":"

Animate Water<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr><\/table>

\t

As animate wood, but you can animate a quantity of water up to the maximum volume.
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.
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":"

Animate Wood<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Concentration, up to 1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

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.
Statistics for the animated wood are as for a Small animated object and can be found on page 13 of the Monster Manual.
Wooden objects animated by this spell have hardness 5.
The spell cannot animate objects carried or worn by a creature.
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":"

Blink, Greater<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Bard 5 \/ Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr><\/table>

\t

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.
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).
While blinking, you have no chance of interfering with your own attacks or your own spells.
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":"

Brilliant Blade<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 8 \/ Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless, object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless, object)<\/td><\/tr><\/table>

\t

You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy.
A brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter.
Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor.
(Dexterity, deflection, dodge, natural armor, and other such bonuses still apply).
A brilliant energy weapon cannot harm undead, constructs, or objects.
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.
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":"

Cobra's Breath<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>10 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone.
Creatures within the cone must make a Fortitude save or take 1d3 points of Constitution damage.
The poison does not affect you, nor does it produce any secondary effects or remain potent once sprayed.
Material Component: A cobra'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":"

Dancing Blade<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

When you cast this spell, you cause the target sword to hover and attack on its own, aiding a character you designate.
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.
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't have proficiency with a weapon of its kind.
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.
Controlling the sword requires no concentration, and the designated creature can fight with another weapon at the same time.
A dancing blade prevents two opponents from flanking the creature it fights for (though that creature can be flanked by additional opponents).
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":"

Darkvision, Mass<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Range:<\/b><\/td>10 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

As darkvision (see page 216 of the Player's Handbook), except that all target creatures receive the spell's benefits.
Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.
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":"

Decapitating Scarf<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 7<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.
The scarf assumes an ironlike hardness on the way, and then wraps around the creature's neck.
You must have line of sight to the target and hit with a normal ranged attack.
If you hit, the target must make a Fortitude saving throw; failure indicates that the scarf has decapitated the victim.
A target creature that makes its save takes 1d4 points of damage per caster level (maximum 20d4) before freeing itself from the decapitating scarf.
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.
Oozes, aberrations, and other creatures without a head are immune to the spell's effects.
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":"

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

\t

You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes.
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).
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).
The arm doesn't move from the square it appears in, but can make one grapple attempt per round against any creature in
its square or any adjacent square, provoking attacks of opportunity as normal.
If the arm can target multiple creatures, the caster chooses one.
If the caster is unable to choose a target, the arm attacks a random creature within reach (possibly including the caster's allies).
Each round that it successfully pins a target, the hand deals 1d6 points of lethal damage (plus its Strength modifier).
The earthen arm has AC 15, hardness 4, and 3 hit points per caster level.
If reduced to 0 or fewer hit points, it crumbles to dust.
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":"

Entangling Scarf<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 2<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.
The scarf assumes an ironlike hardness on its way and then wraps around the target creature.
You must have line of sight to the target and hit with a ranged touch attack.
If you hit, the target must make a successful Reflex save or become entangled.
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":"

Fiendform<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr><\/table>

\t

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<\/span>, or IV spell, regardless of size.
You 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.
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.
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":"

Fire Wings<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr><\/table>

\t

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.
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.
The wings allow you to fly at a speed of 60 feet (good) while carrying no more than a light load.
You can ascend at half speed and descend at double speed, and you can charge (but not run) while flying.
You can make unarmed attacks with fire wings but are not considered proficient with them, taking a -4 penalty on your attack rolls.
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).
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.
If the spell expires while you are aloft, you fall normally.
Material Component: The feather of a bird, which you must burn when you cast the spell.
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":"

Fist of Stone<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr><\/table>

\t

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.
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).
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.
However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).
Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.
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":"

Flensing<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Up to 4 rounds; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma.
Each round, the target takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage.
A successful Fortitude save negates the ability damage, reduces the hit point damage by half, and ends the spell.
In each round when the target creature is affected, it gets a new save.
Flensing has no effect on creatures in gaseous form.
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":"

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

\t

As fly (see page 232 of the Player's Handbook), except this spell confers the power of flight upon all targeted creatures.
Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others.
If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.<\/p><\/p>Reference: 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":"

Ghostform<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr><\/table>

\t

You assume a visible, incorporeal form like that of a manifesting ghost.
You have no physical body while in this state.
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.
You are immune to all nonmagical attack forms.
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).
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).
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).
You 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.
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.
In order to see farther from the object you are in and attack normally, you must emerge.
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.
You cannot pass through a force effect.
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.
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).
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).
You can pass through and operate in water as easily as you do in air.
You cannot fall or take falling damage.
You cannot make trip or grapple attacks, nor can you be tripped or grappled.
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.
You have no weight while in ghostform and do not set off traps that are triggered by weight.
You move silently and cannot be heard with Listen checks if you don't wish to be while in ghostform.
You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.
Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.
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":"

Giant Size<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 7<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr><\/table>

\t

When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster level.
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.
(You need not assume the largest size you are capable of; you can choose to grow only to a smaller size if you wish).
All your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form.
See 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.
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":"

Iron Scarf<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 1<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target.
The scarf assumes an ironlike hardness on the way.
You must have line of sight to the target and hit with a normal ranged attack with the scarf.
If you hit, the target takes 1d8 points of damage +1 point per caster level (maximum +5).
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":"

Low-light Vision<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Assassin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

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.
The target retains the ability to distinguish color and detail under these conditions.
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":"

Magnetism<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp.
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).
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's Handbook).
You 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.
If you succeed on the disarm attempt, the weapon flies from your opponent's hand to your own.
If 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.
On a failed save, the item flies from the creature's hand to your own.
Otherwise, make a disarm attempt as above.
If 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.
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":"

Metal Skin<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

When you cast this spell, the recipient's skin toughens and gleams as if metallic, and it gains a natural armor bonus of +8.
The target becomes somewhat slow and stiff, taking a -2 penalty to Dexterity.
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":"

Minute Form<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr><\/table>

\t

When you cast this spell, you shrink to Tiny, Diminutive, or Fine size, depending on your caster level).
Your Strength, Dexterity, Constitution, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.
(You need not assume the smallest size you are capable of; you can choose to shrink only to a larger size if you wish).
None of your ability scores can be reduced below 1 by this spell.
All your equipment changes size with you, allowing you to use weapons or magic items effectively in your smaller form.
See 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.
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":"

Poison Needles<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Wu Jen 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None and Fortitude negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A needle flicked from your fingers multiplies into a hail of needles that drip poison, striking a single target.
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