
[[],[{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to your Armor Class equal to your Constitution modifier.\nYour natural armor bonus decreases by an amount equal to your Constitution modifier x 1\/2.","short_description":"Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to yo...","material_components":"0","name":"Scintillating Scales","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Scintillating Scales<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to your Armor Class equal to your Constitution modifier.<br \/>Your natural armor bonus decreases by an amount equal to your Constitution modifier x 1\/2.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"One shield or buckler","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (object, harmless)","spell_resistance":"No","description":"The touched shield or buckler grants its wielder a +1 sacred bonus on Reflex saves, +1 per five caster levels (maximum +5 at 20th level).\n\nThe bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).","short_description":"The touched shield or buckler grants its wielder a +1 sacred bonus on Reflex saves, +1 per five caste...","material_components":"0","name":"Shield of Warding","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Shield of Warding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object, harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The touched shield or buckler grants its wielder a +1 sacred bonus on Reflex saves, +1 per five caster levels (maximum +5 at 20th level).<\/p>\n\n\t<p>The bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"Up to two summoned dragons, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser dragon ally, except you may summon a single dragon of up to 18 HD or two dragons of the same kind whose HD total no more than 18.\nThe dragons agree to help you and request your return payment together.\nXP Cost: 250 XP.","short_description":"As lesser dragon ally, except you may summon a single dragon of up to 18 HD or two dragons of the sam...","material_components":"0","name":"Dragon Ally","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Dragon Ally<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Up to two summoned dragons, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear<br\/><\/td><\/tr><\/table><p>\t<p>As lesser dragon ally, except you may summon a single dragon of up to 18 HD or two dragons of the same kind whose HD total no more than 18.<br \/>The dragons agree to help you and request your return payment together.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"Up to three summoned dragons, totaling no more than 27 HD, no two of which can be more than 30 ft. apart when they appear","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser dragon ally, except you may summon a single dragon of up to 27 HD or up to three dragons of the same kind whose HD total no more than 27.\nThe dragons agree to help you and request your return payment together.\nXP Cost: 500 XP.","short_description":"As lesser dragon ally, except you may summon a single dragon of up to 27 HD or up to three dragons of...","material_components":"0","name":"Dragon Ally, Greater","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Dragon Ally, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Up to three summoned dragons, totaling no more than 27 HD, no two of which can be more than 30 ft. apart when they appear<br\/><\/td><\/tr><\/table><p>\t<p>As lesser dragon ally, except you may summon a single dragon of up to 27 HD or up to three dragons of the same kind whose HD total no more than 27.<br \/>The dragons agree to help you and request your return payment together.<br \/>XP Cost: 500 XP.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned dragon of up to 9 HD","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell summons a dragon.\nYou may ask the dragon to perform one task in exchange for a payment from you.\nTasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon).\nYou must be able to communicate with the dragon to bargain for its services.\nThe summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard.\nThis payment must be made before the dragon agrees to perform any services.\nThe bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.\nTasks requiring up to 1 minute per caster level require a payment of 100 gp per HD of the summoned dragon.\nFor a task requiring up to 1 hour per caster level, the creature requires a payment of 500 gp per HD.\nLong-term tasks (those requiring up to 1 day per caster level) require a payment of 1,000 gp per HD.\nEspecially hazardous tasks require a greater gift, up to twice the given amount.\nA dragon never accepts less than the indicated amount, even for a nonhazardous task.\nAt the end of its task, or when the duration bargained for elapses, the creature returns to the place it was summoned from (after reporting back to you, if appropriate and possible).\nXP Cost: 100 XP.\nSpecial: Sorcerers cast this spell at +1 caster level.","short_description":"This spell summons a dragon.","material_components":"0","name":"Dragon Ally, Lesser","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dragon Ally, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned dragon of up to 9 HD<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a dragon.<br \/>You may ask the dragon to perform one task in exchange for a payment from you.<br \/>Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon).<br \/>You must be able to communicate with the dragon to bargain for its services.<br \/>The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard.<br \/>This payment must be made before the dragon agrees to perform any services.<br \/>The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.<br \/>Tasks requiring up to 1 minute per caster level require a payment of 100 gp per HD of the summoned dragon.<br \/>For a task requiring up to 1 hour per caster level, the creature requires a payment of 500 gp per HD.<br \/>Long-term tasks (those requiring up to 1 day per caster level) require a payment of 1,000 gp per HD.<br \/>Especially hazardous tasks require a greater gift, up to twice the given amount.<br \/>A dragon never accepts less than the indicated amount, even for a nonhazardous task.<br \/>At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was summoned from (after reporting back to you, if appropriate and possible).<br \/>XP Cost: 100 XP.<br \/>Special: Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One object","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"An invisible force, not unlike an unseen servant, comes into being where the caster wishes.\nOn the caster's turn, this force steals objects from others as she inaudibly directs it to (a free action).\nA phantasmal thief can only steal from creatures.\nIt cannot break into locked chests or steal unattended objects.\nA phantasmal thief has a Hide modifier of +20 (useful against those who can see invisible creatures) and a Move Silently modifier of +20.\nIf a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing.\nEven objects in a bag of holding can be stolen.\nIt can only steal objects, bring objects to the caster, or put them back where they came from.\nIt can take no other actions.\nA phantasmal thief needs 1 round to steal an object and another round to bring it to the caster.\nA phantasmal thief can only hold one object at a time, and the object becomes invisible in its grasp.\nThe thief cannot take an item if it is detected by the creature it's trying to steal from (with a Listen or Spot check).\nHowever, the thief can repeat the attempt in the next round.\nIt cannot be harmed in any way, although it can be dispelled.\nA phantasmal thief can steal an object from a creature's hand by making a successful disarm attempt.\nIt does this as if it had the Improved Disarm feat and a +20 Strength modifier.\nIf a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster.\nMaterial Component: A spool of green thread.","short_description":"An invisible force, not unlike an unseen servant, comes into being where the caster wishes.","material_components":"0","name":"Phantasmal Thief","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Phantasmal Thief<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One object<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An invisible force, not unlike an unseen servant, comes into being where the caster wishes.<br \/>On the caster&#39;s turn, this force steals objects from others as she inaudibly directs it to (a free action).<br \/>A phantasmal thief can only steal from creatures.<br \/>It cannot break into locked chests or steal unattended objects.<br \/>A phantasmal thief has a Hide modifier of +20 (useful against those who can see invisible creatures) and a Move Silently modifier of +20.<br \/>If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing.<br \/>Even objects in a bag of holding can be stolen.<br \/>It can only steal objects, bring objects to the caster, or put them back where they came from.<br \/>It can take no other actions.<br \/>A phantasmal thief needs 1 round to steal an object and another round to bring it to the caster.<br \/>A phantasmal thief can only hold one object at a time, and the object becomes invisible in its grasp.<br \/>The thief cannot take an item if it is detected by the creature it&#39;s trying to steal from (with a Listen or Spot check).<br \/>However, the thief can repeat the attempt in the next round.<br \/>It cannot be harmed in any way, although it can be dispelled.<br \/>A phantasmal thief can steal an object from a creature&#39;s hand by making a successful disarm attempt.<br \/>It does this as if it had the Improved Disarm feat and a +20 Strength modifier.<br \/>If a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster.<br \/>Material Component: A spool of green thread.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You gain the ability to perceive weak points in your opponent's armor.\nOnce per round, one of your melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class.\nOther AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.","short_description":"You gain the ability to perceive weak points in your opponent's armor.","material_components":"0","name":"Find the Gap","level":"Assassin 3 \/ Paladin 3 \/ Ranger 3","full_text":"<div><p><h5>Find the Gap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Paladin 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain the ability to perceive weak points in your opponent&#39;s armor.<br \/>Once per round, one of your melee or ranged attacks may disregard the target&#39;s armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class.<br \/>Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell.\nOn the creature's next action, it moves as close to you as it can get in a single round and offers you the object as a standard action.\nThis spell allows you to act out of turn and accept the gift\nif the creature reaches you to hand you the object (assuming you have a free hand and can accept it).\nThe subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired.\nIf the subject is prevented from doing as the spell compels, the spell is wasted.\nFor example, if the subject is paralyzed and cannot move or drop the item, nothing happens.","short_description":"You enchant a creature so that it feels suddenly compelled to give you what it is holding when you ca...","material_components":"0","name":"Entice Gift","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Entice Gift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell.<br \/>On the creature&#39;s next action, it moves as close to you as it can get in a single round and offers you the object as a standard action.<br \/>This spell allows you to act out of turn and accept the &quot;gift&quot;<br \/>if the creature reaches you to hand you the object (assuming you have a free hand and can accept it).<br \/>The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired.<br \/>If the subject is prevented from doing as the spell compels, the spell is wasted.<br \/>For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"No","description":"Hissing and whispering softly, you lull the targets into a comatose slumber.\nSleeping creatures are helpless.\nSlapping or wounding awakens affected creatures, but normal noise does not.\nAwakening a creature is a standard action (an application of the aid another action).\nHiss of sleep has no effect on creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.","short_description":"Hissing and whispering softly, you lull the targets into a comatose slumber.","material_components":"0","name":"Hiss of Sleep","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Hiss of Sleep<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Hissing and whispering softly, you lull the targets into a comatose slumber.<br \/>Sleeping creatures are helpless.<br \/>Slapping or wounding awakens affected creatures, but normal noise does not.<br \/>Awakening a creature is a standard action (an application of the aid another action).<br \/>Hiss of sleep has no effect on creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Hissing and whispering softly, you stir feelings of confusion and madness in the targets'minds.\nYou can choose to inflict one of the following conditions upon any creatures that fail their saving throws.\nHysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either).\nHysterical creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.\nThe only action such a character can take is a single move action per turn.\nPanic: The subjects become panicked.\nIf cornered, a panicked creature cowers.\nViolent Hallucinations: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.\nStupor: The subjects curl up on the floor and remain oblivious to events around them.\nCharacters in a stupor are effectively stunned and prone.\nMaddening whispers has no effect upon creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.","short_description":"Hissing and whispering softly, you stir feelings of confusion and madness in the targets'minds.","material_components":"0","name":"Maddening Whispers","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Maddening Whispers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Hissing and whispering softly, you stir feelings of confusion and madness in the targets&#39;minds.<br \/>You can choose to inflict one of the following conditions upon any creatures that fail their saving throws.<br \/>Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either).<br \/>Hysterical creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.<br \/>The only action such a character can take is a single move action per turn.<br \/>Panic: The subjects become panicked.<br \/>If cornered, a panicked creature cowers.<br \/>Violent Hallucinations: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.<br \/>Stupor: The subjects curl up on the floor and remain oblivious to events around them.<br \/>Characters in a stupor are effectively stunned and prone.<br \/>Maddening whispers has no effect upon creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature\/level, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mesmerized.\nCreatures that fail their saving throws gaze at your eyes, heedless of all else.\nAffected creatures are dazed.\nAny potential threat (such as an armed opponent moving behind the mesmerized creature) allows the creature a new saving throw.\nAny obvious threat, such as casting a spell, drawing a sword, or aiming an arrow, automatically breaks the effect, as does shaking or slapping the creature.\nA mesmerized creature's ally may shake it free of the spell as a standard action.","short_description":"Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mes...","material_components":"0","name":"Mesmerizing Glare","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Mesmerizing Glare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mesmerized.<br \/>Creatures that fail their saving throws gaze at your eyes, heedless of all else.<br \/>Affected creatures are dazed.<br \/>Any potential threat (such as an armed opponent moving behind the mesmerized creature) allows the creature a new saving throw.<br \/>Any obvious threat, such as casting a spell, drawing a sword, or aiming an arrow, automatically breaks the effect, as does shaking or slapping the creature.<br \/>A mesmerized creature&#39;s ally may shake it free of the spell as a standard action.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature and one object (see text)","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates and None (object)","spell_resistance":"Yes and No (object)","description":"When you cast this spell, you designate a target creature and a target object, both of which must be within the spell's range.\nIf the target creature fails its saving throw, it becomes consumed by a powerful desire for the object.\nFor the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).\nOnce the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away.\nDragons, due to their greedy nature, take a -4 penalty on their saving throws against this spell.","short_description":"When you cast this spell, you designate a target creature and a target object, both of which must be ...","material_components":"0","name":"Miser's Envy","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Miser's Envy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates and None (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes and No (object)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you designate a target creature and a target object, both of which must be within the spell&#39;s range.<br \/>If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object.<br \/>For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).<br \/>Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away.<br \/>Dragons, due to their greedy nature, take a -4 penalty on their saving throws against this spell.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, XP","casting_time":"","range":"","target":"","effect":"","area":"","duration":"Permanent","saving_throw":"","spell_resistance":"","description":"As dominate monster (see page 224 of the Player's Handbook), except the subject is permanently dominated if it fails its initial Will save.\nA subject ordered to take an action against its nature receives a Will save with a -4 penalty to resist taking that particular action.\nIf the save succeeds, the subject still remains your thrall despite its minor mutiny.\nOnce a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.\nXP Cost: 500 XP per Hit Die or level of the subject.","short_description":"As dominate monster (see page 224 of the Player's Handbook), except the subject is permanently domina...","material_components":"0","name":"Monstrous Thrall","level":"","full_text":"<div><p><h5>Monstrous Thrall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><\/table><p>\t<p>As dominate monster (see page 224 of the Player&#39;s Handbook), except the subject is permanently dominated if it fails its initial Will save.<br \/>A subject ordered to take an action against its nature receives a Will save with a -4 penalty to resist taking that particular action.<br \/>If the save succeeds, the subject still remains your thrall despite its minor mutiny.<br \/>Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.<br \/>XP Cost: 500 XP per Hit Die or level of the subject.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The target of this spell cannot choose to use its breath weapon unless forced to do so by an enchantment (compulsion) spell of higher level, such as lesser geas.","short_description":"The target of this spell cannot choose to use its breath weapon unless forced to do so by an enchantm...","material_components":"0","name":"Suppress Breath Weapon","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Suppress Breath Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target of this spell cannot choose to use its breath weapon unless &quot;forced&quot; to do so by an enchantment (compulsion) spell of higher level, such as lesser geas.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As dominate person (see page 224 of the Player's Handbook), except that subjects forced to take actions against their nature receive a new saving throw with a -4 penalty.","short_description":"As dominate person (see page 224 of the Player's Handbook), except that subjects forced to take actio...","material_components":"0","name":"True Domination","level":"","full_text":"<div><p><h5>True Domination<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As dominate person (see page 224 of the Player&#39;s Handbook), except that subjects forced to take actions against their nature receive a new saving throw with a -4 penalty.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You project a bolt of positive energy at a single creature.\nYou must make a successful ranged touch attack to strike your target.\nThe bolt deals 1d12 points of damage per two caster levels (maximum 7d12).\nAgainst undead, evil outsiders, and creatures native to the Negative Energy Plane, the bolt instead deals 1d12 points of damage per caster level (maximum 15d12).\nThe bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.","short_description":"You project a bolt of positive energy at a single creature.","material_components":"0","name":"Bolt of Glory","level":"","full_text":"<div><p><h5>Bolt of Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You project a bolt of positive energy at a single creature.<br \/>You must make a successful ranged touch attack to strike your target.<br \/>The bolt deals 1d12 points of damage per two caster levels (maximum 7d12).<br \/>Against undead, evil outsiders, and creatures native to the Negative Energy Plane, the bolt instead deals 1d12 points of damage per caster level (maximum 15d12).<br \/>The bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"120 ft.","target":"","effect":"","area":"120-ft.-radius emanation, centered on you","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.\nYou gain a +4 enhancement bonus to Charisma for the duration of the spell.\nAll creatures in the spell's area with fewer than 8 Hit Dice or levels cease whatever they are doing and are compelled to pay attention to you.\nAny such creature that wants to take hostile action against you must succeed on a Will save to do so.\nAny creature that fails this save the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell) as long as it is in the spell's area, and it will not try to leave the area on its own.\nCreatures with 8 or more Hit Dice are not affected by this spell.\nWhen you speak, all listeners telepathically understand you, even if they do not understand your language.\nWhile the spell lasts, you can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will negates); creatures with 8 HD or more are not affected by this power.\nMaterial Component: An opal worth at least 200 gp.","short_description":"You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold...","material_components":"0","name":"Crown of Glory","level":"","full_text":"<div><p><h5>Crown of Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>120 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness.<br \/>You gain a +4 enhancement bonus to Charisma for the duration of the spell.<br \/>All creatures in the spell&#39;s area with fewer than 8 Hit Dice or levels cease whatever they are doing and are compelled to pay attention to you.<br \/>Any such creature that wants to take hostile action against you must succeed on a Will save to do so.<br \/>Any creature that fails this save the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell) as long as it is in the spell&#39;s area, and it will not try to leave the area on its own.<br \/>Creatures with 8 or more Hit Dice are not affected by this spell.<br \/>When you speak, all listeners telepathically understand you, even if they do not understand your language.<br \/>While the spell lasts, you can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will negates); creatures with 8 HD or more are not affected by this power.<br \/>Material Component: An opal worth at least 200 gp.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"A web of force surrounds the target, entangling it like a net.\nIf the target fails its saving throw, it is entangled.\nPerhaps most important, the creature cannot use wings to fly--hence the common name of this spell.\nA creature flying with wings falls immediately if it is entangled by wingbind.\nAn entangled creature can escape with a successful Escape\nArtist check against a DC equal to the saving throw DC of the spell.\nLike a wall of force, the web of force is impervious to most attacks: It is immune to damage of all kinds, cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic.\nAlso like wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mordenkainen's disjunction.","short_description":"A web of force surrounds the target, entangling it like a net.","material_components":"0","name":"Wingbind","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wingbind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A web of force surrounds the target, entangling it like a net.<br \/>If the target fails its saving throw, it is entangled.<br \/>Perhaps most important, the creature cannot use wings to fly&#8212;hence the common name of this spell.<br \/>A creature flying with wings falls immediately if it is entangled by wingbind.<br \/>An entangled creature can escape with a successful Escape<br \/>Artist check against a DC equal to the saving throw DC of the spell.<br \/>Like a wall of force, the web of force is impervious to most attacks: It is immune to damage of all kinds, cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic.<br \/>Also like wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mordenkainen&#39;s disjunction.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"You become surrounded by an aura of fear.\nWhenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level.\nEach potentially affected opponent must succeed on a Will save or become shaken--a condition that lasts until the opponent is out of range.\nA successful save leaves that opponent immune to your frightful presence for 24 hours.\nIf you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways:\n* The radius of the area affected by the ability increases by 10 feet.\n* The Will saving throw to resist the fear effect has a DC equal to your normal frightful presence DC or this spell's save DC, whichever is higher.\n* Creatures that would normally be shaken by your fear aura are frightened instead, and creatures that would normally be frightened are panicked.","short_description":"You become surrounded by an aura of fear.","material_components":"0","name":"Aura of Terror","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Aura of Terror<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You become surrounded by an aura of fear.<br \/>Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level.<br \/>Each potentially affected opponent must succeed on a Will save or become shaken&#8212;a condition that lasts until the opponent is out of range.<br \/>A successful save leaves that opponent immune to your frightful presence for 24 hours.<br \/>If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways:\n\t<ul>\n\t\t<li>The radius of the area affected by the ability increases by 10 feet.<\/li>\n\t\t<li>The Will saving throw to resist the fear effect has a DC equal to your normal frightful presence DC or this spell&#39;s save DC, whichever is higher.<\/li>\n\t\t<li>Creatures that would normally be shaken by your fear aura are frightened instead, and creatures that would normally be frightened are panicked.<\/li>\n\t<\/ul><\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"Personal","target":"","effect":"Dragon-shaped armor of energy and bones","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy.\nThe cocoon gives you a +4 enhancement bonus to your natural armor and a +4 deflection bonus to Armor Class, plus 1 temporary hit point per caster level (maximum 20).\nYou are treated as armed when you make unarmed attacks, and you deal damage as if your limbs were short swords of an appropriate size.\nYou can use your off hand to attack, incurring the standard two-weapon fighting penalties (see page 160 of the Player's Handbook).\nThe death dragon prevents you from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder your actions or movement.\nAs a standard action, you may project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched.\nThese effects are otherwise identical to the spells of the same names.","short_description":"You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy.","material_components":"0","name":"Death Dragon","level":"Cleric 7","full_text":"<div><p><h5>Death Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Dragon-shaped armor of energy and bones<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy.<br \/>The cocoon gives you a +4 enhancement bonus to your natural armor and a +4 deflection bonus to Armor Class, plus 1 temporary hit point per caster level (maximum 20).<br \/>You are treated as armed when you make unarmed attacks, and you deal damage as if your limbs were short swords of an appropriate size.<br \/>You can use your off hand to attack, incurring the standard two-weapon fighting penalties (see page 160 of the Player&#39;s Handbook).<br \/>The death dragon prevents you from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder your actions or movement.<br \/>As a standard action, you may project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched.<br \/>These effects are otherwise identical to the spells of the same names.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You can modify your breath weapon so that it is laced with negative energy.\nIn addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels.\nThe modification applies only to the breath produced as part of the casting.\nIf the subject gains at least as many negative levels as it has Hit Dice, it dies.\nEach negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).\nAdditionally, a spellcaster loses one spell or spell slot from her highest available level.\nNegative levels stack.\nAssuming the subjects survive, they regain lost levels after a number of hours equal to your caster level.\nOrdinarily, negative levels have a chance of permanently draining the subject's level, but the negative levels from enervating breath don't last long enough to do so.\nIf an undead creature is caught within the breath weapon, it gains 2d4x5 temporary hit points before taking damage from the breath weapon.\nIf not immediately lost, these temporary hit points last for 1 hour.","short_description":"You can modify your breath weapon so that it is laced with negative energy.","material_components":"0","name":"Enervating Breath","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Enervating Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You can modify your breath weapon so that it is laced with negative energy.<br \/>In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels.<br \/>The modification applies only to the breath produced as part of the casting.<br \/>If the subject gains at least as many negative levels as it has Hit Dice, it dies.<br \/>Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).<br \/>Additionally, a spellcaster loses one spell or spell slot from her highest available level.<br \/>Negative levels stack.<br \/>Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level.<br \/>Ordinarily, negative levels have a chance of permanently draining the subject&#39;s level, but the negative levels from enervating breath don&#39;t last long enough to do so.<br \/>If an undead creature is caught within the breath weapon, it gains 2d4&#215;5 temporary hit points before taking damage from the breath weapon.<br \/>If not immediately lost, these temporary hit points last for 1 hour.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature\/level, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"Directing your gaze toward the target creatures, you instill terror and awe in their hearts.\nThe targets must make successful Will saves or cower.\nThe saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher.\nYou cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed.","short_description":"Directing your gaze toward the target creatures, you instill terror and awe in their hearts.","material_components":"0","name":"Imperious Glare","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Imperious Glare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Directing your gaze toward the target creatures, you instill terror and awe in their hearts.<br \/>The targets must make successful Will saves or cower.<br \/>The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher.<br \/>You cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You imbue your breath weapon with negative energy that rebukes undead in its area.\nUndead within the area of your breath weapon that fail their saving throws against it are rebuked, and cower as if in awe for 10 rounds.\nThe modification applies only to the breath produced as part of the casting.","short_description":"You imbue your breath weapon with negative energy that rebukes undead in its area.","material_components":"0","name":"Rebuking Breath","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Rebuking Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You imbue your breath weapon with negative energy that rebukes undead in its area.<br \/>Undead within the area of your breath weapon that fail their saving throws against it are rebuked, and cower as if in awe for 10 rounds.<br \/>The modification applies only to the breath produced as part of the casting.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You imbue the energy of your breath weapon with coherence, mobility, and a semblance of life.\nThe animated breath then attacks whomever or whatever you designate.\nThe spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage.\nThe animated breath has the following characteristics.\nType: Construct.\nSubtype: The same as yours, or the energy type of your breath weapon if you do not have a subtype.\nSize: One size smaller than you.\nHit Dice: Equal to the number of dice of damage your breath weapon deals.\nThe Hit Dice are 10-sided.\nConstructs also receive bonus hit points based on size:\nDiminutive, Tiny: --\nSmall: 10\nMedium: 20\nLarge: 30\nHuge: 40\nGargantuan: 60\nColossal: 80\nSpeed: Varies by breath type:\nAcid: 20 ft., swim 90 ft.\nCold: 30 ft.\nElectricity: Fly 100 ft. (perfect)\nFire: 50 ft.\nSonic: Fly 100 ft. (perfect)\nAC: The animated breath's natural armor bonus varies by size:\nDiminutive or Tiny: +2\nSmall or Medium: +3\nLarge: +4\nHuge: +8\nGargantuan: +10\nIf your breath weapon uses force energy, this bonus is an armor bonus composed of force (like that granted by mage armor) rather than a natural armor bonus.\nAttacks: The animated breath makes slam attacks according to its Hit Dice.\nDamage: Each successful hit deals bludgeoning damage (varies by size of the animated breath; see below) plus energy damage equal to one die of the same size as your breath weapon damage.\nDiminutive: 1d2\nTiny: 1d3\nSmall: 1d4\nMedium: 1d6\nLarge: 1d8\nHuge: 2d6\nGargantuan: 2d8\nFor example, a Colossal red dragon's animated breath is Gargantuan in size, so it deals 2d8 points of bludgeoning damage on a successful hit--plus 1d10 points of fire damage, because d10 is the size of die used to determine a red dragon's breath weapon damage.\nSpecial Qualities: Creatures that hit the animated breath with natural weapons or unarmed attacks take energy damage as though hit by the breath's attack.\nConstruct Traits: The animated breath is immune to mindaffecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects.\nThe breath is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or death from massive damage.\nSaves: The animated breath has no good saves.\nAll of its save bonuses are 1\/3 of its Hit Dice plus the appropriate ability modifier.\nAbilities: The animated breath has no Constitution or Intelligence score.\nIts Wisdomand Charisma scores are both 1.\nIts Strength and Dexterity vary by size:\nDiminutive: Str 6, Dex 16\nTiny: Str 8, Dex 14\nSmall: Str 10, Dex 12\nMedium: Str 12, Dex 10\nLarge: Str 16, Dex 10\nHuge: Str 20, Dex 8\nGargantuan: Str 24, Dex 6\nAlignment: Always neutral.\nAn old brass dragon's animated breath has the following statistics:\nLarge construct (fire); HD 8d10+30; hp 74; Init +0; Spd 50 ft.; AC 13, touch 9, flat-footed 13; Atk +9\/+4 (1d8+1d6 fire, slam); SQ burn, construct traits; AL N; SV Fort +2, Ref +2, Will -3; Str 16, Dex 10, Con --, Int --, Wis 1, Cha 1.\nAn old red dragon's animated breath has the following statistics:\nHuge construct (fire); HD 16d10+40; hp 128; Init -1; Spd 50 ft.; AC 15, touch 9, flat-footed 15; Atk +15\/+10\/+5 (2d6+1d10 fire, slam); SQ burn, construct traits; AL N; SV Fort +5, Ref +4, Will +0; Str 20, Dex 8, Con --, Int --, Wis 1, Cha 1.\nCasting the spell requires a standard action, which includes using your breath weapon.\nWhen you use your breath weapon, it immediately takes animate form and attacks.\nIt does not form as a cone or a line, and does not deal damage when it is used to cast this spell.","short_description":"You imbue the energy of your breath weapon with coherence, mobility, and a semblance of life.","material_components":"0","name":"Animate Breath","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Animate Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You imbue the energy of your breath weapon with coherence, mobility, and a semblance of life.<br \/>The animated breath then attacks whomever or whatever you designate.<br \/>The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage.<br \/>The animated breath has the following characteristics.<br \/>Type: Construct.<br \/>Subtype: The same as yours, or the energy type of your breath weapon if you do not have a subtype.<br \/>Size: One size smaller than you.<br \/>Hit Dice: Equal to the number of dice of damage your breath weapon deals.<br \/>The Hit Dice are 10-sided.<br \/>Constructs also receive bonus hit points based on size:<br \/>Diminutive, Tiny: &#8212;<br \/>Small: 10<br \/>Medium: 20<br \/>Large: 30<br \/>Huge: 40<br \/>Gargantuan: 60<br \/>Colossal: 80<br \/>Speed: Varies by breath type:<br \/>Acid: 20 ft., swim 90 ft.<br \/>Cold: 30 ft.<br \/>Electricity: Fly 100 ft. (perfect)<br \/>Fire: 50 ft.<br \/>Sonic: Fly 100 ft. (perfect)<br \/>AC: The animated breath&#39;s natural armor bonus varies by size:<br \/>Diminutive or Tiny: +2<br \/>Small or Medium: +3<br \/>Large: +4<br \/>Huge: +8<br \/>Gargantuan: +10<br \/>If your breath weapon uses force energy, this bonus is an armor bonus composed of force (like that granted by mage armor) rather than a natural armor bonus.<br \/>Attacks: The animated breath makes slam attacks according to its Hit Dice.<br \/>Damage: Each successful hit deals bludgeoning damage (varies by size of the animated breath; see below) plus energy damage equal to one die of the same size as your breath weapon damage.<br \/>Diminutive: 1d2<br \/>Tiny: 1d3<br \/>Small: 1d4<br \/>Medium: 1d6<br \/>Large: 1d8<br \/>Huge: 2d6<br \/>Gargantuan: 2d8<br \/>For example, a Colossal red dragon&#39;s animated breath is Gargantuan in size, so it deals 2d8 points of bludgeoning damage on a successful hit&#8212;plus 1d10 points of fire damage, because d10 is the size of die used to determine a red dragon&#39;s breath weapon damage.<br \/>Special Qualities: Creatures that hit the animated breath with natural weapons or unarmed attacks take energy damage as though hit by the breath&#39;s attack.<br \/>Construct Traits: The animated breath is immune to mindaffecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects.<br \/>The breath is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or death from massive damage.<br \/>Saves: The animated breath has no good saves.<br \/>All of its save bonuses are 1\/3 of its Hit Dice plus the appropriate ability modifier.<br \/>Abilities: The animated breath has no Constitution or Intelligence score.<br \/>Its Wisdomand Charisma scores are both 1.<br \/>Its Strength and Dexterity vary by size:<br \/>Diminutive: Str 6, Dex 16<br \/>Tiny: Str 8, Dex 14<br \/>Small: Str 10, Dex 12<br \/>Medium: Str 12, Dex 10<br \/>Large: Str 16, Dex 10<br \/>Huge: Str 20, Dex 8<br \/>Gargantuan: Str 24, Dex 6<br \/>Alignment: Always neutral.<br \/>An old brass dragon&#39;s animated breath has the following statistics:<br \/>Large construct (fire); HD 8d10+30; hp 74; Init +0; Spd 50 ft.; AC 13, touch 9, flat-footed 13; Atk +9\/+4 (1d8+1d6 fire, slam); SQ burn, construct traits; AL N; SV Fort +2, Ref +2, Will -3; Str 16, Dex 10, Con &#8212;, Int &#8212;, Wis 1, Cha 1.<br \/>An old red dragon&#39;s animated breath has the following statistics:<br \/>Huge construct (fire); HD 16d10+40; hp 128; Init -1; Spd 50 ft.; AC 15, touch 9, flat-footed 15; Atk +15\/+10\/+5 (2d6+1d10 fire, slam); SQ burn, construct traits; AL N; SV Fort +5, Ref +4, Will +0; Str 20, Dex 8, Con &#8212;, Int &#8212;, Wis 1, Cha 1.<br \/>Casting the spell requires a standard action, which includes using your breath weapon.<br \/>When you use your breath weapon, it immediately takes animate form and attacks.<br \/>It does not form as a cone or a line, and does not deal damage when it is used to cast this spell.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As breath flare, except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.","short_description":"As breath flare, except that targets that fail their saving throws against your breath weapon are per...","material_components":"0","name":"Blinding Breath","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Blinding Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As breath flare, except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"If your breath weapon uses fire or electricity, it is suffused with bright light.\nIn addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level.\nSightless creatures are not affected by breath flare.\nThe modification applies only to the breath produced as part of casting.","short_description":"If your breath weapon uses fire or electricity, it is suffused with bright light.","material_components":"0","name":"Breath Flare","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Breath Flare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>If your breath weapon uses fire or electricity, it is suffused with bright light.<br \/>In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level.<br \/>Sightless creatures are not affected by breath flare.<br \/>The modification applies only to the breath produced as part of casting.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire.\nYou can modify your breath weapon to add an equal amount of the energy you choose.\nFor example, a wyrm red dragon whose breath weapon normally deals 22d10 points of fire damage could use this spell to produce a cone dealing 22d10 points of fire damage plus 22d10 points of acid damage.\nEven opposed types of energy, such as fire and cold, can be combined using this spell.\nThe modification applies only to the breath produced as part of the casting.\nWhen you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.\nFor example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.","short_description":"Choose one type of energy other than that normally associated with your breath weapon: acid, cold, el...","material_components":"0","name":"Breath Weapon Admixture","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Breath Weapon Admixture<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire.<br \/>You can modify your breath weapon to add an equal amount of the energy you choose.<br \/>For example, a wyrm red dragon whose breath weapon normally deals 22d10 points of fire damage could use this spell to produce a cone dealing 22d10 points of fire damage plus 22d10 points of acid damage.<br \/>Even opposed types of energy, such as fire and cold, can be combined using this spell.<br \/>The modification applies only to the breath produced as part of the casting.<br \/>When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.<br \/>For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire.\nYou can modify your breath weapon to use the selected energy type instead of its normal energy type.\nFor example, a mature adult red dragon whose breath weapon normally deals 14d10 points of fire damage could use this spell to produce a cone dealing 14d10 points of acid damage instead.\nThe modification applies only to the breath produced as part of the casting.\nWhen you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.\nFor example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.","short_description":"Choose one type of energy other than that normally associated with your breath weapon: acid, cold, el...","material_components":"0","name":"Breath Weapon Substitution","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Breath Weapon Substitution<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire.<br \/>You can modify your breath weapon to use the selected energy type instead of its normal energy type.<br \/>For example, a mature adult red dragon whose breath weapon normally deals 14d10 points of fire damage could use this spell to produce a cone dealing 14d10 points of acid damage instead.<br \/>The modification applies only to the breath produced as part of the casting.<br \/>When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.<br \/>For example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"Your blood becomes suffused with the same energy type that powers your breath weapon.\n(You must have a breath weapon that deals acid, cold, electricity, or fire damage to cast this spell).\nWhenever you take damage from a natural or manufactured weapon, a spurt of blood erupts in a 5-footradius burst from the wound, dealing energy damage to creatures in its area.\nThe energy-charged blood deals a number of points of damage equal to your caster level.\nWhen you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.\nFor example, burning blood is an acid spell when you cast it to suffuse your blood with acid.","short_description":"Your blood becomes suffused with the same energy type that powers your breath weapon.","material_components":"0","name":"Burning Blood","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Burning Blood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your blood becomes suffused with the same energy type that powers your breath weapon.<br \/>(You must have a breath weapon that deals acid, cold, electricity, or fire damage to cast this spell).<br \/>Whenever you take damage from a natural or manufactured weapon, a spurt of blood erupts in a 5-footradius burst from the wound, dealing energy damage to creatures in its area.<br \/>The energy-charged blood deals a number of points of damage equal to your caster level.<br \/>When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.<br \/>For example, burning blood is an acid spell when you cast it to suffuse your blood with acid.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level or until used","saving_throw":"None","spell_resistance":"No","description":"At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance.\nThis spell can only affect nonmagical games, such as those using cards or dice.\nIt cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things).\nWhenever a roll is made to determine the outcome of the game, a character under the effect of this spell may demand\na reroll and take the better of the two rolls.\nFor example, Darkon is playing a game that he has a 1 in 4 chance of winning.\nThe DM secretly rolls 1d4 and tells the player that Darkon lost.\nBecause Darkon is under the effect of a cheat spell, the player can have the DM reroll.\nThe spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ).\nFocus: A pair of dice made from human bones.","short_description":"At one point during the duration of this spell, you can attempt to alter the outcome of a game of cha...","material_components":"0","name":"Cheat","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Cheat<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until used<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance.<br \/>This spell can only affect nonmagical games, such as those using cards or dice.<br \/>It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things).<br \/>Whenever a roll is made to determine the outcome of the game, a character under the effect of this spell may demand<br \/>a reroll and take the better of the two rolls.<br \/>For example, Darkon is playing a game that he has a 1 in 4 chance of winning.<br \/>The DM secretly rolls 1d4 and tells the player that Darkon lost.<br \/>Because Darkon is under the effect of a cheat spell, the player can have the DM reroll.<br \/>The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ).<br \/>Focus: A pair of dice made from human bones.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As breath weapon admixture, but you add sonic energy to your breath weapon.\nIn addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath.\nThis spell has no effect within an area of magical silence, such as that created by the silence spell.","short_description":"As breath weapon admixture, but you add sonic energy to your breath weapon.","material_components":"0","name":"Deafening Breath","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Deafening Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As breath weapon admixture, but you add sonic energy to your breath weapon.<br \/>In addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath.<br \/>This spell has no effect within an area of magical silence, such as that created by the silence spell.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma.\nIt also gains a +4 enhancement bonus to natural armor.\nFinally, it has immunity to magic sleep and paralysis effects.\nSpecial: Sorcerers cast this spell at +1 caster level.","short_description":"The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma.","material_components":"0","name":"Draconic Might","level":"Paladin 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Draconic Might<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma.<br \/>It also gains a +4 enhancement bonus to natural armor.<br \/>Finally, it has immunity to magic sleep and paralysis effects.<br \/>Special: Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice.\nYour Strength and Constitution in the new form are above the average for the race or species into which you transform; your Strength is the average for the creature +8, and your Constitution is the average for the creature +2.","short_description":"As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maxim...","material_components":"0","name":"Draconic Polymorph","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Draconic Polymorph<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice.<br \/>Your Strength and Constitution in the new form are above the average for the race or species into which you transform; your Strength is the average for the creature +8, and your Constitution is the average for the creature +2.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain a breath weapon resembling that of a dragon.\nWhen you cast this spell, you choose both the shape and energy type of the breath weapon, from the following options: line (acid, electricity, or fire) or cone (acid, cold, or fire).\nA line is 5 feet high, 5 feet wide, and 60 feet long, while a cone is 30 feet long, 30 feet high, and 30 feet wide.\nOnce you make the selection of shape and energy type, it is fixed for the duration of the spell.\nUsing your breath weapon is a standard action.\nThe breath weapon deals 3d6 points of damage of the chosen energy type, plus an additional 1d6 points of damage for every two levels above 5th (to a maximum of 10d6 at 19th level).\nTargets in the area may attempt a Reflex save for half damage.\nYou can use this breath weapon up to three times during the spell's duration (plus one additional use per two levels above 5th).\nAfter using this breath weapon, you can't use it again for 1d4+1 rounds.\n(Using this breath weapon has no effect on your ability to use other breath weapons you might have, and vice versa).\nYou can't have more than one dragon breath spell active at the same time.\nEven though using your breath weapon poses no danger to you, you don't gain any resistance or immunity to the energy type of the weapon.\nSpecial: Sorcerers cast this spell at +1 caster level.","short_description":"You gain a breath weapon resembling that of a dragon.","material_components":"0","name":"Dragon Breath","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Dragon Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a breath weapon resembling that of a dragon.<br \/>When you cast this spell, you choose both the shape and energy type of the breath weapon, from the following options: line (acid, electricity, or fire) or cone (acid, cold, or fire).<br \/>A line is 5 feet high, 5 feet wide, and 60 feet long, while a cone is 30 feet long, 30 feet high, and 30 feet wide.<br \/>Once you make the selection of shape and energy type, it is fixed for the duration of the spell.<br \/>Using your breath weapon is a standard action.<br \/>The breath weapon deals 3d6 points of damage of the chosen energy type, plus an additional 1d6 points of damage for every two levels above 5th (to a maximum of 10d6 at 19th level).<br \/>Targets in the area may attempt a Reflex save for half damage.<br \/>You can use this breath weapon up to three times during the spell&#39;s duration (plus one additional use per two levels above 5th).<br \/>After using this breath weapon, you can&#39;t use it again for 1d4+1 rounds.<br \/>(Using this breath weapon has no effect on your ability to use other breath weapons you might have, and vice versa).<br \/>You can&#39;t have more than one dragon breath spell active at the same time.<br \/>Even though using your breath weapon poses no danger to you, you don&#39;t gain any resistance or immunity to the energy type of the weapon.<br \/>Special: Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense.\nYou can see four times as well as a normal human in lowlight conditions and twice as well in normal light.\n(See the Dragon Sight sidebar, page 17).\nYour darkvision has a range of 10 feet per caster level.\nYour blindsense has a range of 5 feet per caster level.\nYou do not need to make Spot or Listen checks to notice creatures within range of your blindsense.\nNone of these effects stack with any low-light vision, darkvision, or blindsense you may already have.\nFocus: A dragon's eye.","short_description":"You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense.","material_components":"0","name":"Dragonsight","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dragonsight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense.<br \/>You can see four times as well as a normal human in lowlight conditions and twice as well in normal light.<br \/>(See the Dragon Sight sidebar, page 17).<br \/>Your darkvision has a range of 10 feet per caster level.<br \/>Your blindsense has a range of 5 feet per caster level.<br \/>You do not need to make Spot or Listen checks to notice creatures within range of your blindsense.<br \/>None of these effects stack with any low-light vision, darkvision, or blindsense you may already have.<br \/>Focus: A dragon&#39;s eye.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select.\nYou gain an enhancement bonus to your natural armor equal to +3, +1 per two levels above 5th (to a maximum of +5 at 9th level), as well as energy resistance equal to twice your caster level (maximum of 20 at 10th level) against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue), or fire (red).\nMaterial Component: A dragon's scale.\nSpecial: Sorcerers cast this spell at +1 caster level.","short_description":"Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select.","material_components":"0","name":"Dragonskin","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Dragonskin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select.<br \/>You gain an enhancement bonus to your natural armor equal to +3, +1 per two levels above 5th (to a maximum of +5 at 9th level), as well as energy resistance equal to twice your caster level (maximum of 20 at 10th level) against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue), or fire (red).<br \/>Material Component: A dragon&#39;s scale.<br \/>Special: Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You hamper the subject creature's ability to fly (whether through natural or magical means) for the duration of the spell.\nIf the target fails its saving throw, its fly speed (if any) becomes 0 feet.\nAn airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell.\nEven if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.\nIf the target makes a successful Fortitude save, its fly speed (including any new effect granted during the spell's duration) is reduced by 10 feet per caster level (maximum reduction 100 feet at 10th level).\nThis reduction can't bring the creature's fly speed down to less than 10 feet.\nEarthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).","short_description":"You hamper the subject creature's ability to fly (whether through natural or magical means) for the d...","material_components":"0","name":"Earthbind","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Earthbind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/>\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You hamper the subject creature&#39;s ability to fly (whether through natural or magical means) for the duration of the spell.<br \/>If the target fails its saving throw, its fly speed (if any) becomes 0 feet.<br \/>An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell.<br \/>Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.<br \/>If the target makes a successful Fortitude save, its fly speed (including any new effect granted during the spell&#39;s duration) is reduced by 10 feet per caster level (maximum reduction 100 feet at 10th level).<br \/>This reduction can&#39;t bring the creature&#39;s fly speed down to less than 10 feet.<br \/>Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane.\n(You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function).\nYour breath weapon affects ethereal creatures as if they were material, and does not affect material creatures in its area.\nThe modification applies only to the breath produced as part of the casting.","short_description":"You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane....","material_components":"0","name":"Ethereal Breath","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Ethereal Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane.<br \/>(You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function).<br \/>Your breath weapon affects ethereal creatures as if they were material, and does not affect material creatures in its area.<br \/>The modification applies only to the breath produced as part of the casting.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Large or larger creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains the ability to deal greater damage against Large or larger creatures.\nFor every size category of an opponent bigger than Medium, the subject deals an extra 1d6 points of damage on any successful melee attack (+1d6 against a Large creature, +2d6 against Huge, +3d6 against Gargantuan, or +4d6 against Colossal).\nMaterial Component: A dragon's claw or a giant's fingernail.","short_description":"The subject gains the ability to deal greater damage against Large or larger creatures.","material_components":"0","name":"Fell the Greatest Foe","level":"Assassin 3 \/ Cleric 4 \/ Paladin 3","full_text":"<div><p><h5>Fell the Greatest Foe<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Cleric 4 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains the ability to deal greater damage against Large or larger creatures.<br \/>For every size category of an opponent bigger than Medium, the subject deals an extra 1d6 points of damage on any successful melee attack (+1d6 against a Large creature, +2d6 against Huge, +3d6 against Gargantuan, or +4d6 against Colossal).<br \/>Material Component: A dragon&#39;s claw or a giant&#39;s fingernail.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"A pair of powerful draconic wings sprouts from your shoulders, granting you a fly speed of 100 feet (average).\nYou can't carry aloft more than a light load.\nWhen flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).\nIn a day of normal flight, you can cover 120 miles.\nMaterial Component: A dragon's wing-claw.\nSpecial: Sorcerers cast this spell at +1 caster level.","short_description":"A pair of powerful draconic wings sprouts from your shoulders, granting you a fly speed of 100 feet (...","material_components":"0","name":"Flight of the Dragon","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Flight of the Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>A pair of powerful draconic wings sprouts from your shoulders, granting you a fly speed of 100 feet (average).<br \/>You can&#39;t carry aloft more than a light load.<br \/>When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).<br \/>In a day of normal flight, you can cover 120 miles.<br \/>Material Component: A dragon&#39;s wing-claw.<br \/>Special: Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Fortitude negates (see text)","spell_resistance":"No","description":"This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15).\nThis reduction can't lower a target's spell resistance below 0.\nThe target of the spell takes a penalty on its saving throw equal to your caster level.","short_description":"This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15).","material_components":"0","name":"Lower Spell Resistance","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Lower Spell Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell reduces the subject&#39;s spell resistance by 1 per caster level (maximum reduction 15).<br \/>This reduction can&#39;t lower a target&#39;s spell resistance below 0.<br \/>The target of the spell takes a penalty on its saving throw equal to your caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Superior magic fang gives every natural weapon you possess an enhancement bonus on attack and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).","short_description":"Superior magic fang gives every natural weapon you possess an enhancement bonus on attack and damage ...","material_components":"0","name":"Magic Fang, Superior","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Magic Fang, Superior<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Superior magic fang gives every natural weapon you possess an enhancement bonus on attack and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Choose one of your natural weapons that deals slashing or piercing damage (your bite or a single claw).\nThat natural weapon's threat range doubles (in most cases, becoming 19-20).\nThis spell does not stack with any other effects that increase a weapon's threat range.\nThis spell's name derives from a marked preference among dragons for improving their bite attack with this spell, but it works equally well on a claw attack.","short_description":"Choose one of your natural weapons that deals slashing or piercing damage (your bite or a single claw...","material_components":"0","name":"Razorfangs","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Razorfangs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Choose one of your natural weapons that deals slashing or piercing damage (your bite or a single claw).<br \/>That natural weapon&#39;s threat range doubles (in most cases, becoming 19-20).<br \/>This spell does not stack with any other effects that increase a weapon&#39;s threat range.<br \/>This spell&#39;s name derives from a marked preference among dragons for improving their bite attack with this spell, but it works equally well on a claw attack.<\/p><\/p>Reference: Draconomicon<\/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":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A dull gray ray projects from your hand.\nYou must succeed on a ranged touch attack to strike a target.\nThe target's natural armor bonus is reduced by 4 points, +1 point per two caster levels above 3rd (maximum reduction 10 points at 15th level).\nThis spell can't reduce a creature's natural armor bonus to less than 0, nor does it have any effect on an enhancement bonus to natural armor (such as that granted by the barkskin spell).\nMaterial Component: A shed snakeskin.","short_description":"A dull gray ray projects from your hand.","material_components":"0","name":"Scale Weakening","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Scale Weakening<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A dull gray ray projects from your hand.<br \/>You must succeed on a ranged touch attack to strike a target.<br \/>The target&#39;s natural armor bonus is reduced by 4 points, +1 point per two caster levels above 3rd (maximum reduction 10 points at 15th level).<br \/>This spell can&#39;t reduce a creature&#39;s natural armor bonus to less than 0, nor does it have any effect on an enhancement bonus to natural armor (such as that granted by the barkskin spell).<br \/>Material Component: A shed snakeskin.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Choose one of your natural weapons (your bite, a single claw, a wing, a crush, a tail slap, or a tail sweep).\nFor the duration of the spell, that natural weapon deals damage as though you were one size larger than your actual size.\nYou cannot gain additional attack forms (such as a tail slap) by using this spell; you can only improve attacks you already possess.\nThis spell does not stack with itself.\nThis spell's name derives from a marked preference among dragons for improving their bite attacks with this spell, but it works equally well on claw, wing, tail, and crush attacks.","short_description":"Choose one of your natural weapons (your bite, a single claw, a wing, a crush, a tail slap, or a tail...","material_components":"0","name":"Sharptooth","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Sharptooth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Choose one of your natural weapons (your bite, a single claw, a wing, a crush, a tail slap, or a tail sweep).<br \/>For the duration of the spell, that natural weapon deals damage as though you were one size larger than your actual size.<br \/>You cannot gain additional attack forms (such as a tail slap) by using this spell; you can only improve attacks you already possess.<br \/>This spell does not stack with itself.<br \/>This spell&#39;s name derives from a marked preference among dragons for improving their bite attacks with this spell, but it works equally well on claw, wing, tail, and crush attacks.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You imbue your damaging breath weapon with concussive force that can stun those caught in its area.\nCreatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.\nThe modification applies only to the breath produced as part of the casting.","short_description":"You imbue your damaging breath weapon with concussive force that can stun those caught in its area.","material_components":"0","name":"Stunning Breath","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Stunning Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You imbue your damaging breath weapon with concussive force that can stun those caught in its area.<br \/>Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.<br \/>The modification applies only to the breath produced as part of the casting.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As stunning breath, but creatures that fail their Fortitude saves are stunned for 2d4 rounds.","short_description":"As stunning breath, but creatures that fail their Fortitude saves are stunned for 2d4 rounds.","material_components":"0","name":"Stunning Breath, Greater","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Stunning Breath, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As stunning breath, but creatures that fail their Fortitude saves are stunned for 2d4 rounds.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain a +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate checks.\nYou also gain the ability to speak and understand (but not read) Draconic.\nAt any time before the spell's duration expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name (including range, duration, and other effects).\nDoing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter.\nSpecial: Sorcerers cast this spell at +1 caster level.","short_description":"You gain a +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate checks.","material_components":"0","name":"Voice of the Dragon","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Voice of the Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate checks.<br \/>You also gain the ability to speak and understand (but not read) Draconic.<br \/>At any time before the spell&#39;s duration expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name (including range, duration, and other effects).<br \/>Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter.<br \/>Special: Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell lowers the subject's damage reduction by 5 points (to a minimum of 5).\nFor instance, if you successfully cast vulnerability on a dragon with damage reduction 10\/magic, its damage reduction becomes 5\/magic.\nFor every four caster levels beyond 11th, the subject's damage reduction lowers by an additional 5 points: 10 at 15th and 15 at 19th.","short_description":"This spell lowers the subject's damage reduction by 5 points (to a minimum of 5).","material_components":"0","name":"Vulnerability","level":"Assassin 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Vulnerability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell lowers the subject&#39;s damage reduction by 5 points (to a minimum of 5).<br \/>For instance, if you successfully cast vulnerability on a dragon with damage reduction 10\/magic, its damage reduction becomes 5\/magic.<br \/>For every four caster levels beyond 11th, the subject&#39;s damage reduction lowers by an additional 5 points: 10 at 15th and 15 at 19th.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"Winged creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None (harmless)","spell_resistance":"No (harmless)","description":"The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying.\nThe target must be capable of flight using wings.\nThe creature's maneuverability improves by one step--\nfrom clumsy to poor, poor to average, average to good, or good to perfect.\nA single creature cannot benefit from multiple applications of this spell at one time.","short_description":"The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverab...","material_components":"0","name":"Wings of Air","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Wings of Air<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying.<br \/>The target must be capable of flight using wings.<br \/>The creature&#39;s maneuverability improves by one step&#8212;<br \/>from clumsy to poor, poor to average, average to good, or good to perfect.<br \/>A single creature cannot benefit from multiple applications of this spell at one time.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As wings of air, but the creature's maneuverability improves by two steps--from clumsy to average, poor to good, or average to perfect.","short_description":"As wings of air, but the creature's maneuverability improves by two steps--from clumsy to average, po...","material_components":"0","name":"Wings of Air, Greater","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Wings of Air, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As wings of air, but the creature&#39;s maneuverability improves by two steps&#8212;from clumsy to average, poor to good, or average to perfect.<\/p><\/p>Reference: Draconomicon<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"5 rounds","saving_throw":"","spell_resistance":"","description":"Spines of brilliant yellow light burst outward from your body, giving the impression that you are covered in glowing spikes.\nYou create a field of arcane force around your body that deals retaliatory damage to your attackers.\nWhile this spell is active, any creature striking you with a nonreach melee weapon takes 4d6 points of damage.\nAs part of the casting of this spell, if you are a sorcerer you can sacrifice one additional sorcerer spell slot of up to 9th level; this increases the damage dealt by 2 points for every level of the sacrificed slot.\nFor example, if you use a 7th-level spell slot to cast justice of the wyrm king and sacrifice a 5th-level spell slot to augment it, you deal 4d6+10 points of damage to your attackers.","short_description":"Spines of brilliant yellow light burst outward from your body, giving the impression that you are cov...","material_components":"0","name":"Justice of the Wyrm King","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Justice of the Wyrm King<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 rounds<br\/><\/td><\/tr><\/table><p>\t<p>Spines of brilliant yellow light burst outward from your body, giving the impression that you are covered in glowing spikes.<br \/>You create a field of arcane force around your body that deals retaliatory damage to your attackers.<br \/>While this spell is active, any creature striking you with a nonreach melee weapon takes 4d6 points of damage.<br \/>As part of the casting of this spell, if you are a sorcerer you can sacrifice one additional sorcerer spell slot of up to 9th level; this increases the damage dealt by 2 points for every level of the sacrificed slot.<br \/>For example, if you use a 7th-level spell slot to cast justice of the wyrm king and sacrifice a 5th-level spell slot to augment it, you deal 4d6+10 points of damage to your attackers.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"40-ft.-radius emanation centered on you","duration":"Concentration + 1 round or until expended","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes; see text","description":"A ring of radiant energy spirals out from your body, shattering the magical energies of others.\nThis spell projects magical interference from your body, making it more difficult for others to cast spells within its area.\nAny enemy attempting to cast a spell within the area of a kiss of draconic defiance must succeed on a Fortitude saving\nthrow; failure means the spell is lost (as if cast) but has no effect.\nAny creature that successfully saves against this spell is immune to its effect for 24 hours thereafter.\nCheck spell resistance the first time a creature attempts to cast a spell within the area.\nFurthermore, while this spell is active, you can automatically counter a single spell of 5th level or lower (as\nper the counterspell action) as an immediate action, as long as the caster is within the area of the kiss of dragon defiance.\nDoing so immediately ends the duration of this spell.\nYou do not expend any of your own spell slots to counter the other spell and need not make a Spellcraft check to identify it (though you can choose to do so to ensure that it's not higher than 5th level).","short_description":"A ring of radiant energy spirals out from your body, shattering the magical energies of others.","material_components":"0","name":"Kiss of Draconic Defiance","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Kiss of Draconic Defiance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round or until expended<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>A ring of radiant energy spirals out from your body, shattering the magical energies of others.<br \/>This spell projects magical interference from your body, making it more difficult for others to cast spells within its area.<br \/>Any enemy attempting to cast a spell within the area of a kiss of draconic defiance must succeed on a Fortitude saving<br \/>throw; failure means the spell is lost (as if cast) but has no effect.<br \/>Any creature that successfully saves against this spell is immune to its effect for 24 hours thereafter.<br \/>Check spell resistance the first time a creature attempts to cast a spell within the area.<br \/>Furthermore, while this spell is active, you can automatically counter a single spell of 5th level or lower (as<br \/>per the counterspell action) as an immediate action, as long as the caster is within the area of the kiss of dragon defiance.<br \/>Doing so immediately ends the duration of this spell.<br \/>You do not expend any of your own spell slots to counter the other spell and need not make a Spellcraft check to identify it (though you can choose to do so to ensure that it&#39;s not higher than 5th level).<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One twilight guardian","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"The very ground erupts in a shower of stone and dirt, accompanied by a thunderclap.\nStanding in the center of the damaged ground is a creature of stone, wood, and plant parts resembling the regal form of a guardian dragon.\nThis spell summons one twilight guardian (see page 121) to fight for you.\nThe spell functions like a summon nature's ally spell, but with one exception.\nAt any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight guardian is immediately destroyed, and you gain a number of hit points equal to 1\/2 the twilight guardian's remaining hit points before its sacrifice.\nSpecial: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks.","short_description":"The very ground erupts in a shower of stone and dirt, accompanied by a thunderclap.","material_components":"0","name":"Call of the Twilight Defender","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Call of the Twilight Defender<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One twilight guardian<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The very ground erupts in a shower of stone and dirt, accompanied by a thunderclap.<br \/>Standing in the center of the damaged ground is a creature of stone, wood, and plant parts resembling the regal form of a guardian dragon.<br \/>This spell summons one twilight guardian (see page 121) to fight for you.<br \/>The spell functions like a summon nature&#39;s ally spell, but with one exception.<br \/>At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight guardian is immediately destroyed, and you gain a number of hit points equal to 1\/2 the twilight guardian&#39;s remaining hit points before its sacrifice.<br \/>Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumination that dances with yellow flecks.\nThis spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body.\nYou immediately heal 5d6 points of damage.\nAs part of the casting of this spell, you can sacrifice one sorcerer spell slot of up to 9th level; doing this increases the healing by 1d6 points per level of the sacrificed slot.\nFor example, a 10th-level sorcerer who spent two 5th-level spell slots (one to cast the spell and another to enhance it) would heal 10d6 points of damage.\nThis spell does not channel positive energy as divine healing spells do, so it functions the same for undead spellcasters as it does for living casters.\nSpecial: If you are of the dragonblood subtype (see page 4), this spell heals an extra 1 point of damage per die rolled.","short_description":"A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumina...","material_components":"0","name":"Undying Vigor of the Dragonlords","level":"Sorcerer 5","full_text":"<div><p><h5>Undying Vigor of the Dragonlords<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumination that dances with yellow flecks.<br \/>This spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body.<br \/>You immediately heal 5d6 points of damage.<br \/>As part of the casting of this spell, you can sacrifice one sorcerer spell slot of up to 9th level; doing this increases the healing by 1d6 points per level of the sacrificed slot.<br \/>For example, a 10th-level sorcerer who spent two 5th-level spell slots (one to cast the spell and another to enhance it) would heal 10d6 points of damage.<br \/>This spell does not channel positive energy as divine healing spells do, so it functions the same for undead spellcasters as it does for living casters.<br \/>Special: If you are of the dragonblood subtype (see page 4), this spell heals an extra 1 point of damage per die rolled.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like detect evil, except that you detect the auras of creatures of the dragon type or the dragonblood subtype (see page 4). The amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of dragonblooded creatures.\n2nd Round:Number of dragonblooded in the area, and the power of the most potent aura.\n3rd Round: The power and location of each aura. If an aura is outside your line of sight, you learn its direction but not its exact location.\nIf an aura is within your line of sight, you can make a Knowledge (arcana) check (DC 10 + target's HD) to determine whether the aura is of the dragon type or the dragonblood subtype.\nAura Power: The power of a dragonblooded creature's aura depends on its Hit Dice and the strength of its connection to dragons; see the accompanying table. If a creature's aura falls into more than one category, the spell indicates the stronger of the two.","short_description":"This spell functions like detect evil, except that you detect the auras of creatures of the dragon ty...","material_components":"0","name":"Detect Dragonblood","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Detect Dragonblood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like detect evil, except that you detect the auras of creatures of the dragon type or the dragonblood subtype (see page 4). The amount of information revealed depends on how long you study a particular area or subject.<br \/>1st Round: Presence or absence of dragonblooded creatures.<br \/>2nd Round:Number of dragonblooded in the area, and the power of the most potent aura.<br \/>3rd Round: The power and location of each aura. If an aura is outside your line of sight, you learn its direction but not its exact location.<br \/>If an aura is within your line of sight, you can make a Knowledge (arcana) check (DC 10 + target&#39;s HD) to determine whether the aura is of the dragon type or the dragonblood subtype.<br \/>Aura Power: The power of a dragonblooded creature&#39;s aura depends on its Hit Dice and the strength of its connection to dragons; see the accompanying table. If a creature&#39;s aura falls into more than one category, the spell indicates the stronger of the two.<\/p><\/p>Reference: Dragon Magic 66<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level or until expended","saving_throw":"","spell_resistance":"","description":"Vague, translucent shadows of your body's form move just out of sync with your own motions, a visible sign that you exist in two places in time.\nYou can see into the future, slightly anticipating your opponents' next moves.\nYou gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves.\nAdditionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn.\nThus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action.\nThis behaves as a readied action in all other ways, including the change in your initiative.\nIf you take the readied action, the spell's effect ends immediately.\nSpecial: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3.","short_description":"Vague, translucent shadows of your body's form move just out of sync with your own motions, a visible...","material_components":"0","name":"Eyes of the Oracle","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6","full_text":"<div><p><h5>Eyes of the Oracle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until expended<br\/><\/td><\/tr><\/table><p>\t<p>Vague, translucent shadows of your body&#39;s form move just out of sync with your own motions, a visible sign that you exist in two places in time.<br \/>You can see into the future, slightly anticipating your opponents&#39; next moves.<br \/>You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves.<br \/>Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn.<br \/>Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action.<br \/>This behaves as a readied action in all other ways, including the change in your initiative.<br \/>If you take the readied action, the spell&#39;s effect ends immediately.<br \/>Special: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Conjuration\/Evocation","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"30 ft.; see text","target":"","effect":"","area":"Cone-shaped burst; see text","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"With a word and a gesture, you fill your lungs with swirling, burning energy.\nThen, with a mighty exhalation, you flood the space before you with a powerful cone of fire.\nAs the last wisps of energy leave your lips, your body becomes part of the breath weapon, allowing you to flow through space and reform your body anywhere within the breath's area.\nYou breathe forth a cone of fire that deals 8d6 points of fire damage.\nA successful Reflex save halves this damage, and spell resistance applies.\nWhen you cast this spell, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weapons area.\nYour entire body need not fit within the breath's area, as long as your new space shares at least 1 square with the breath weapon's area.\nYou bring along any gear worn or carried (up to your maximum load).\nYou can't bring along other creatures except for your familiar.\nYou must make this decision when casting the spell, before any other effects of the breath weapon are resolved (such as saves, spell resistance, and so forth).\nYou aren't damaged by the spell's effect when you appear within its area.","short_description":"With a word and a gesture, you fill your lungs with swirling, burning energy.","material_components":"0","name":"Firestride Exhalation","level":"Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4","full_text":"<div><p><h5>Firestride Exhalation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration\/Evocation (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a word and a gesture, you fill your lungs with swirling, burning energy.<br \/>Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire.<br \/>As the last wisps of energy leave your lips, your body becomes part of the breath weapon, allowing you to flow through space and reform your body anywhere within the breath&#39;s area.<br \/>You breathe forth a cone of fire that deals 8d6 points of fire damage.<br \/>A successful Reflex save halves this damage, and spell resistance applies.<br \/>When you cast this spell, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weapons area.<br \/>Your entire body need not fit within the breath&#39;s area, as long as your new space shares at least 1 square with the breath weapon&#39;s area.<br \/>You bring along any gear worn or carried (up to your maximum load).<br \/>You can&#39;t bring along other creatures except for your familiar.<br \/>You must make this decision when casting the spell, before any other effects of the breath weapon are resolved (such as saves, spell resistance, and so forth).<br \/>You aren&#39;t damaged by the spell&#39;s effect when you appear within its area.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation\/Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D) or until expended","saving_throw":"","spell_resistance":"","description":"You entire body sparkles as color fades from your form.\nA stiff breeze picks up as you collapse into thousands of particles of sand, sent flying on the warm wind.\nYou and all your belongings become a flying cloud of sand, swirling and formless yet retaining your consciousness.\nYou lose your normal shape and become a sand cloud, taking up the same space you do in your normal form.\nYou can fly at a speed of 40 feet (perfect maneuverability), but you lose any other movement rates you had in your normal form.\nTreat this otherwise as gaseous form (PH 234).\nIf you end your movement in the same space as another creature, that creature is blinded for 1 round (Fortitude negates).\nSpell resistance does not apply against this effect.\nFurthermore, while this spell is active, you can activate a\ngust of wind effect (as the spell) as a swift action.\nDoing so ends the duration of passage of the shifting sands.\nSpecial: A blue dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action.","short_description":"You entire body sparkles as color fades from your form.","material_components":"0","name":"Passage of the Shifting Sands","level":"Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Passage of the Shifting Sands<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation\/Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D) or until expended<br\/><\/td><\/tr><\/table><p>\t<p>You entire body sparkles as color fades from your form.<br \/>A stiff breeze picks up as you collapse into thousands of particles of sand, sent flying on the warm wind.<br \/>You and all your belongings become a flying cloud of sand, swirling and formless yet retaining your consciousness.<br \/>You lose your normal shape and become a sand cloud, taking up the same space you do in your normal form.<br \/>You can fly at a speed of 40 feet (perfect maneuverability), but you lose any other movement rates you had in your normal form.<br \/>Treat this otherwise as gaseous form (PH 234).<br \/>If you end your movement in the same space as another creature, that creature is blinded for 1 round (Fortitude negates).<br \/>Spell resistance does not apply against this effect.<br \/>Furthermore, while this spell is active, you can activate a<br \/>gust of wind effect (as the spell) as a swift action.<br \/>Doing so ends the duration of passage of the shifting sands.<br \/>Special: A blue dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Conjuration\/Necromancy","subschool":"Creation","components":"V, S","casting_time":"1 standard action; see text","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"2 rounds","saving_throw":"Fortitude partial","spell_resistance":"No","description":"A cloud of rotting plant and animal matter swirls up from the ground around your target, encompassing it in a whirlwind of decay.\nThis spell encompasses your target in a cloud of rotting debris.\nThe target is sickened for 2 rounds.\nFurthermore, all other creatures are treated as having concealment against the target.\nA successful Fortitude save negates the sickness, but not the concealment.\nNonliving creatures are unaffected by the sickness effect.\nA living creature already under the effect of rot of ages that fails a save against a second casting of the spell is nauseated (rather than sickened) for as long as both effects last (and\nthen sickened for the remainder of the second spell's duration).\nSpecial: A black dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action.","short_description":"A cloud of rotting plant and animal matter swirls up from the ground around your target, encompassing...","material_components":"0","name":"Rot of Ages","level":"Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Rot of Ages<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration\/Necromancy (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A cloud of rotting plant and animal matter swirls up from the ground around your target, encompassing it in a whirlwind of decay.<br \/>This spell encompasses your target in a cloud of rotting debris.<br \/>The target is sickened for 2 rounds.<br \/>Furthermore, all other creatures are treated as having concealment against the target.<br \/>A successful Fortitude save negates the sickness, but not the concealment.<br \/>Nonliving creatures are unaffected by the sickness effect.<br \/>A living creature already under the effect of rot of ages that fails a save against a second casting of the spell is nauseated (rather than sickened) for as long as both effects last (and<br \/>then sickened for the remainder of the second spell&#39;s duration).<br \/>Special: A black dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Divination\/Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"Your eyes briefly flash with brilliant light, opening your mind to encompass every object nearby.\nYou gain great vision, allowing you to see everything in the surrounding area clearly.\nYou gain a +10 insight bonus on Spot checks and immunity to being dazzled or blinded (if you are already dazzled or blinded, you can see normally for the duration of the spell).\nAdditionally, if you cast this while under the effect of see invisibility, true seeing, or any other spell that allows you to see invisible creatures, you can activate a faerie fire effect (as the spell) on any invisible creature or object within 60 feet as a swift action.\nDoing this ends the duration of vision of the omniscient eye;\nthe faerie fire effect lasts for 1 minute.\nSpecial: A character who learns this spell gains a +1 competence bonus on Spot checks.","short_description":"Your eyes briefly flash with brilliant light, opening your mind to encompass every object nearby.","material_components":"0","name":"Vision of the Omniscient Eye","level":"Bard 3 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Vision of the Omniscient Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination\/Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your eyes briefly flash with brilliant light, opening your mind to encompass every object nearby.<br \/>You gain great vision, allowing you to see everything in the surrounding area clearly.<br \/>You gain a +10 insight bonus on Spot checks and immunity to being dazzled or blinded (if you are already dazzled or blinded, you can see normally for the duration of the spell).<br \/>Additionally, if you cast this while under the effect of see invisibility, true seeing, or any other spell that allows you to see invisible creatures, you can activate a faerie fire effect (as the spell) on any invisible creature or object within 60 feet as a swift action.<br \/>Doing this ends the duration of vision of the omniscient eye;<br \/>the faerie fire effect lasts for 1 minute.<br \/>Special: A character who learns this spell gains a +1 competence bonus on Spot checks.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft. radius emanation, centered on you","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"A thunderous rumble echoes from within you, washing over cowed creatures and forcing them to show you respect.\n\nUpon casting this spell, you radiate a magical aura that causes fearful creatures to shy away from harming you. While this spell is in effect, any creature within the spell's area that is shaken, frightened, or panicked has its attitude toward you shifted to friendly (see Influencing NPC Attitudes, PH 72).\n\nThis effect ends for a given creature if the fear effect is removed, or if you or an ally attacks the creature or otherwise takes any hostile act toward it.\n\nSpecial: A character who learns this spell gains a +1 competence bonus on Diplomacy checks.","short_description":"A thunderous rumble echoes from within you, washing over cowed creatures and forcing them to show you...","material_components":"0","name":"Adoration of the Frightful","level":"Bard 3 \/ Cleric 3 \/ Hexblade 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Adoration of the Frightful<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Hexblade 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A thunderous rumble echoes from within you, washing over cowed creatures and forcing them to show you respect.<\/p>\n\n\t<p>Upon casting this spell, you radiate a magical aura that causes fearful creatures to shy away from harming you. While this spell is in effect, any creature within the spell&#39;s area that is shaken, frightened, or panicked has its attitude toward you shifted to friendly (see Influencing <span class=caps>NPC<\/span> Attitudes, PH 72).<\/p>\n\n\t<p>This effect ends for a given creature if the fear effect is removed, or if you or an ally attacks the creature or otherwise takes any hostile act toward it.<\/p>\n\n\t<p>Special: A character who learns this spell gains a +1 competence bonus on Diplomacy checks.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until expended","saving_throw":"","spell_resistance":"","description":"As you close your eyes to mere slits, a black miasma of energy floats around your head, sucking in light and the stray minds of others.\n\nYou twist your mind to become a magical labyrinth, bewildering unsuspecting spellcasters. If an enemy casts a mind-affecting spell or ability that targets you, the enemy becomes confused for 1 round, disoriented by the mazelike confines of your consciousness. (This confusion occurs whether or not the spell successfully affects you). A successful Will save (DC 18 + your Int modifier) negates this effect and renders that foe immune to this casting of the spell.\n\nFurthermore, while mind of the labyrinth is active, you can use an immediate action to activate a dominate person effect (as the spell, except that the duration is 1 hour) on one humanoid who casts a mind-affecting spell on you. Doing so ends the duration of mind of the labyrinth, though the dominate person effect lasts for 1 hour thereafter.\n\nSpecial: A character who learns this spell gains a +1 competence bonus on Bluff checks.","short_description":"As you close your eyes to mere slits, a black miasma of energy floats around your head, sucking in li...","material_components":"0","name":"Mind of the Labyrinth","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Mind of the Labyrinth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until expended<br\/><\/td><\/tr><\/table><p>\t<p>As you close your eyes to mere slits, a black miasma of energy floats around your head, sucking in light and the stray minds of others.<\/p>\n\n\t<p>You twist your mind to become a magical labyrinth, bewildering unsuspecting spellcasters. If an enemy casts a mind-affecting spell or ability that targets you, the enemy becomes confused for 1 round, disoriented by the mazelike confines of your consciousness. (This confusion occurs whether or not the spell successfully affects you). A successful Will save (DC 18 + your Int modifier) negates this effect and renders that foe immune to this casting of the spell.<\/p>\n\n\t<p>Furthermore, while mind of the labyrinth is active, you can use an immediate action to activate a dominate person effect (as the spell, except that the duration is 1 hour) on one humanoid who casts a mind-affecting spell on you. Doing so ends the duration of mind of the labyrinth, though the dominate person effect lasts for 1 hour thereafter.<\/p>\n\n\t<p>Special: A character who learns this spell gains a +1 competence bonus on Bluff checks.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"A halo of green-gold light surrounds you, and then snakes outward into the mind of a nearby foe.\nYou project an instantaneous surge of mental energy that overwhelms a weak-minded foe.\nThe target stops and stares blankly, fascinated for 3 rounds.\nIn addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create.\nSpecial: A green dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action.","short_description":"A halo of green-gold light surrounds you, and then snakes outward into the mind of a nearby foe.","material_components":"0","name":"Trance of the Verdant Domain","level":"Hexblade 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Trance of the Verdant Domain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hexblade 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A halo of green-gold light surrounds you, and then snakes outward into the mind of a nearby foe.<br \/>You project an instantaneous surge of mental energy that overwhelms a weak-minded foe.<br \/>The target stops and stares blankly, fascinated for 3 rounds.<br \/>In addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create.<br \/>Special: A green dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"One personal rune or mark, all of which must fit within 1 sq. ft.","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"A brightly glowing sigil appears briefly, burning as though branded into the surface before fading to invisibility.\n\nThis spell allows you to brand a special arcane mark onto an object or creature, denoting that it is under your watchful eye. The mark inscribed is unique to your casting of this spell; no two casters create the same mark. It otherwise functions just as arcane mark, with two exceptions.\n\nFirst, you can treat the marked object or creature as familiar for the purpose of any divination (scrying) spell.\nSecond, three times per day you can (as a swift action) detect the direction and distance of the marked object or creature from you. If the creature is dead or on another plane, you gain no knowledge from this function.\n\nSpecial: If you are of the dragonblood subtype (see page 4), any object or creature with a dragoneye rune gains a +2 bonus on saves against divination (scrying) spells or effects cast by other dragonblooded creatures.","short_description":"A brightly glowing sigil appears briefly, burning as though branded into the surface before fading to...","material_components":"0","name":"Dragoneye Rune","level":"Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2","full_text":"<div><p><h5>Dragoneye Rune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One personal rune or mark, all of which must fit within 1 sq. ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A brightly glowing sigil appears briefly, burning as though branded into the surface before fading to invisibility.<\/p>\n\n\t<p>This spell allows you to brand a special arcane mark onto an object or creature, denoting that it is under your watchful eye. The mark inscribed is unique to your casting of this spell; no two casters create the same mark. It otherwise functions just as arcane mark, with two exceptions.<\/p>\n\n\t<p>First, you can treat the marked object or creature as familiar for the purpose of any divination (scrying) spell.<br \/>Second, three times per day you can (as a swift action) detect the direction and distance of the marked object or creature from you. If the creature is dead or on another plane, you gain no knowledge from this function.<\/p>\n\n\t<p>Special: If you are of the dragonblood subtype (see page 4), any object or creature with a dragoneye rune gains a +2 bonus on saves against divination (scrying) spells or effects cast by other dragonblooded creatures.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"1 standard action","range":"60 ft.","target":"One creature","effect":"","area":"","duration":"5 rounds","saving_throw":"None","spell_resistance":"Yes","description":"A surge of arcane energy explodes from your fingertips, sending white, red, and yellow jolts lancing outward.\nThis spell allows you to channel the awesome energy of the primal elements.\nFor the duration of the spell, you can, as a standard action, make a ranged touch attack against any target within 60 feet.\nIf successful, you deal 1d6 points of energy damage per two caster levels (maximum 10d6).\nBefore making the attack, select the energy type from among acid, cold, electricity, and fire.\nAdditionally, each time you successfully make an attack on a target using this spell, you gain a cumulative +2 bonus on the damage roll for each subsequent attack on the same target.\nThis bonus is cumulative only for the duration of the spell and applies only to damage dealt by this spell.\nSpecial: If you are of the dragonblood subtype (see page 4), your ranged touch attacks from this spell instead deal 1d8 points of damage per two caster levels (maximum 10d8).","short_description":"A surge of arcane energy explodes from your fingertips, sending white, red, and yellow jolts lancing ...","material_components":"0","name":"Glorious Master of the Elements","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Glorious Master of the Elements<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A surge of arcane energy explodes from your fingertips, sending white, red, and yellow jolts lancing outward.<br \/>This spell allows you to channel the awesome energy of the primal elements.<br \/>For the duration of the spell, you can, as a standard action, make a ranged touch attack against any target within 60 feet.<br \/>If successful, you deal 1d6 points of energy damage per two caster levels (maximum 10d6).<br \/>Before making the attack, select the energy type from among acid, cold, electricity, and fire.<br \/>Additionally, each time you successfully make an attack on a target using this spell, you gain a cumulative +2 bonus on the damage roll for each subsequent attack on the same target.<br \/>This bonus is cumulative only for the duration of the spell and applies only to damage dealt by this spell.<br \/>Special: If you are of the dragonblood subtype (see page 4), your ranged touch attacks from this spell instead deal 1d8 points of damage per two caster levels (maximum 10d8).<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Glowing embers swirl around your body, then fly outward to pummel nearby foes with searing volcanic rock.\nThis spell projects hundreds of tiny, burning volcanic rocks outward from your body, dealing 4d6 points of bludgeoning damage and 8d6 points of fire damage.\nIf you cast haze of smoldering stone again before the end of your next turn, the second casting deals 5d6 points of bludgeoning damage and 10d6 points of fire damage.\nSpecial: A character who learns this spell gains resistance to fire 3, which stacks with any other resistance to fire he already possesses.","short_description":"Glowing embers swirl around your body, then fly outward to pummel nearby foes with searing volcanic r...","material_components":"0","name":"Haze of Smoldering Stone","level":"Druid 7 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6","full_text":"<div><p><h5>Haze of Smoldering Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Glowing embers swirl around your body, then fly outward to pummel nearby foes with searing volcanic rock.<br \/>This spell projects hundreds of tiny, burning volcanic rocks outward from your body, dealing 4d6 points of bludgeoning damage and 8d6 points of fire damage.<br \/>If you cast haze of smoldering stone again before the end of your next turn, the second casting deals 5d6 points of bludgeoning damage and 10d6 points of fire damage.<br \/>Special: A character who learns this spell gains resistance to fire 3, which stacks with any other resistance to fire he already possesses.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"A burst of white-hot fire springs into existence around you, swirling and twisting dangerously.\nThis spell surrounds you with white-hot flames.\nAt the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage.\nYour melee attacks deal an extra 1d6 points of fire damage.\nSpecial: A red dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.","short_description":"A burst of white-hot fire springs into existence around you, swirling and twisting dangerously.","material_components":"0","name":"Wreath of Flames","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3","full_text":"<div><p><h5>Wreath of Flames<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>A burst of white-hot fire springs into existence around you, swirling and twisting dangerously.<br \/>This spell surrounds you with white-hot flames.<br \/>At the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage.<br \/>Your melee attacks deal an extra 1d6 points of fire damage.<br \/>Special: A red dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Evocation\/Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 feet","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"A quick buildup of icy blue energy centered on your hand rapidly becomes an enormous bubble of frost that washes out over the landscape, freezing all in its path.\nYou create a burst of icy energy that flash-freezes any creatures within the spell's area.\nThe spell deals 1d6 points of cold damage per caster level (maximum 25d6 points).\nAny living creature reduced to -1 or fewer hit points is not killed, but instead turned to solid ice (similar to flesh to stone,\nbut with ice instead of stone).\nEffectively, the spell can't reduce a creature's hit points below -9.\nA successful Fortitude save halves the damage.\nA creature turned to solid ice by this spell gains hardness 10 as well as immunity to cold and electricity.\nHowever, it also gains vulnerability to fire, and any frozen creature reduced to -10 or fewer hit points by fire damage immediately melts (and dies).\nOnce this occurs, the creature can be brought back to life only with a miracle, true resurrection, or wish spell.\nSpecial: A character who learns this spell gains resistance to cold 5, which stacks with any other resistance to cold he already possesses.","short_description":"A quick buildup of icy blue energy centered on your hand rapidly becomes an enormous bubble of frost ...","material_components":"0","name":"Burst of Glacial Wrath","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Burst of Glacial Wrath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation\/Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 feet<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A quick buildup of icy blue energy centered on your hand rapidly becomes an enormous bubble of frost that washes out over the landscape, freezing all in its path.<br \/>You create a burst of icy energy that flash-freezes any creatures within the spell&#39;s area.<br \/>The spell deals 1d6 points of cold damage per caster level (maximum 25d6 points).<br \/>Any living creature reduced to -1 or fewer hit points is not killed, but instead turned to solid ice (similar to flesh to stone,<br \/>but with ice instead of stone).<br \/>Effectively, the spell can&#39;t reduce a creature&#39;s hit points below -9.<br \/>A successful Fortitude save halves the damage.<br \/>A creature turned to solid ice by this spell gains hardness 10 as well as immunity to cold and electricity.<br \/>However, it also gains vulnerability to fire, and any frozen creature reduced to -10 or fewer hit points by fire damage immediately melts (and dies).<br \/>Once this occurs, the creature can be brought back to life only with a miracle, true resurrection, or wish spell.<br \/>Special: A character who learns this spell gains resistance to cold 5, which stacks with any other resistance to cold he already possesses.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation\/Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level or until expended","saving_throw":"","spell_resistance":"","description":"Blood seems to pour from your eyes as an irregular red glow whirls around you chaotically.\nThis spell imbues you with a supernatural ferocity, giving you an edge in melee combat.\nYou gain a morale bonus on your melee damage rolls (with weapons or natural attacks) equal to 1\/2 your caster level.\nThis has no impact on your ability to cast spells or perform other actions.\nFurthermore, while this spell is active, you can activate a true strike effect (as the spell) on yourself as a standard action.\nThis effect lasts for the normal duration of the true strike spell (a single attack), after which the entire spell's duration ends.\nSpecial: if you are of the dragonblood subtype (see page 4), you cast this spell at +1 caster level.","short_description":"Blood seems to pour from your eyes as an irregular red glow whirls around you chaotically.","material_components":"0","name":"Ferocity of Sanguine Rage","level":"Assassin 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ferocity of Sanguine Rage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation\/Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until expended<br\/><\/td><\/tr><\/table><p>\t<p>Blood seems to pour from your eyes as an irregular red glow whirls around you chaotically.<br \/>This spell imbues you with a supernatural ferocity, giving you an edge in melee combat.<br \/>You gain a morale bonus on your melee damage rolls (with weapons or natural attacks) equal to 1\/2 your caster level.<br \/>This has no impact on your ability to cast spells or perform other actions.<br \/>Furthermore, while this spell is active, you can activate a true strike effect (as the spell) on yourself as a standard action.<br \/>This effect lasts for the normal duration of the true strike spell (a single attack), after which the entire spell&#39;s duration ends.<br \/>Special: if you are of the dragonblood subtype (see page 4), you cast this spell at +1 caster level.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Evocation\/Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"A swirling cloud of black mist surrounds you, shot through with bolts of lightning and covering you in powerful magic.\nBy casting this spell, you become more formidable in aerial combat, allowing you to deal with airborne enemies more easily.\nYou can fly at a speed of 40 feet with good maneuverability (or 30 feet if you wear medium or heavy armor, or carry a medium or heavy load).\nIf you already have a fly speed of 40 feet or greater, your fly speed improves by 10 feet, and your maneuverability improves to good (unless it's already better than that).\nWhile airborne, you can use a swift action each round to fire a bolt of magical lightning as a ranged touch attack against any other airborne target within 60 feet.\nThis attack deals 1 point of electricity damage per caster level (maximum 20 points) and reduces the target's fly speed to 1\/2 normal for the duration of the spell.\nThis speed reduction doesn't stack, so attacking the same target multiple times yields no extra reduction in fly speed (but continues to deal damage).\nFurthermore, while this spell is active, you can activate one lightning bolt (as the spell) as a standard action.\nDoing so ends the duration of lord of the sky, and if you do not have a natural fly speed, you drift to the ground as per the fly spell.\nSpecial: If you are of the dragonblood subtype (see page 4), this spell grants you a fly speed of 60 feet (or 40 if encumbered as described above).\nDragonblooded casters who already have a fly speed of 60 feet or greater instead gain a +10-foot improvement to their fly speed.","short_description":"A swirling cloud of black mist surrounds you, shot through with bolts of lightning and covering you i...","material_components":"0","name":"Lord of the Sky","level":"Shugenja 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Lord of the Sky<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation\/Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>A swirling cloud of black mist surrounds you, shot through with bolts of lightning and covering you in powerful magic.<br \/>By casting this spell, you become more formidable in aerial combat, allowing you to deal with airborne enemies more easily.<br \/>You can fly at a speed of 40 feet with good maneuverability (or 30 feet if you wear medium or heavy armor, or carry a medium or heavy load).<br \/>If you already have a fly speed of 40 feet or greater, your fly speed improves by 10 feet, and your maneuverability improves to good (unless it&#39;s already better than that).<br \/>While airborne, you can use a swift action each round to fire a bolt of magical lightning as a ranged touch attack against any other airborne target within 60 feet.<br \/>This attack deals 1 point of electricity damage per caster level (maximum 20 points) and reduces the target&#39;s fly speed to 1\/2 normal for the duration of the spell.<br \/>This speed reduction doesn&#39;t stack, so attacking the same target multiple times yields no extra reduction in fly speed (but continues to deal damage).<br \/>Furthermore, while this spell is active, you can activate one lightning bolt (as the spell) as a standard action.<br \/>Doing so ends the duration of lord of the sky, and if you do not have a natural fly speed, you drift to the ground as per the fly spell.<br \/>Special: If you are of the dragonblood subtype (see page 4), this spell grants you a fly speed of 60 feet (or 40 if encumbered as described above).<br \/>Dragonblooded casters who already have a fly speed of 60 feet or greater instead gain a +10-foot improvement to their fly speed.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Evocation\/Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"See text","target":"","effect":"See text","area":"","duration":"1 round\/level (D) or until expended; see text","saving_throw":"None or Fortitude negates; see text","spell_resistance":"No or Yes; see text","description":"Hazy wings of mist form at your sides, bearing you aloft.\nAt your command, the wings transform into a great blast of wind or a cloud of fog.\nWhen you cast this spell, large wings of mist--resembling those of a dragon of your choice--form on your back.\nYou can fly at a speed equal to your base land speed (maximum 60 feet) with good maneuverability.\nYou can fly if carrying a medium or heavy load or wearing medium or heavy armor.\nAs a swift action, you can choose to transform the wings into one of the two effects given below.\nIn either case, doing this immediately ends the spell's duration (if you are flying when this occurs, you fall).\n* A 60-foot-long line-shaped gust of severe wind (as the gust of wind spell; a Fortitude save negates the effect and spell resistance applies).\n* A 20-foot-radius cloud of fog centered on you (as the obscuring mist spell; no save or spell resistance applies).\nThe cloud created lasts for 1 minute.","short_description":"Hazy wings of mist form at your sides, bearing you aloft.","material_components":"0","name":"Wingblast","level":"Druid 3 \/ Shugenja 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Wingblast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation\/Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Shugenja 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D) or until expended; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>Hazy wings of mist form at your sides, bearing you aloft.<br \/>At your command, the wings transform into a great blast of wind or a cloud of fog.<br \/>When you cast this spell, large wings of mist&#8212;resembling those of a dragon of your choice&#8212;form on your back.<br \/>You can fly at a speed equal to your base land speed (maximum 60 feet) with good maneuverability.<br \/>You can fly if carrying a medium or heavy load or wearing medium or heavy armor.<br \/>As a swift action, you can choose to transform the wings into one of the two effects given below.<br \/>In either case, doing this immediately ends the spell&#39;s duration (if you are flying when this occurs, you fall).\n\t<ul>\n\t\t<li>A 60-foot-long line-shaped gust of severe wind (as the gust of wind spell; a Fortitude save negates the effect and spell resistance applies).<\/li>\n\t\t<li>A 20-foot-radius cloud of fog centered on you (as the obscuring mist spell; no save or spell resistance applies).<\/li>\n\t<\/ul><br \/>The cloud created lasts for 1 minute.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature\/4 levels","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates","spell_resistance":"Yes","description":"Ghostly images of elemental beasts fly from your outstretched arm, striking foes and placing a shadowy curse upon them.\nThis spell places a curse on the targets, making them more susceptible to your magical attacks.\nWhen you cast this spell, select acid, cold, electricity, or fire; any creature affected by the spell takes an extra 1d6 points of damage from any of your spells that deal damage of that energy type.\nThe extra damage isn't added to other effects, such as a weapon's flaming special ability, nor does it apply to damage dealt by other characters.\nAs part of the casting of this spell, you can sacrifice one additional sorcerer spell slot of up to 9th level; doing this increases the extra damage from the spell by 1 point per level of the sacrificed slot.\nFor example, if you spend a 4th-level spell slot to cast curse of the elemental lords and a 6th-level spell slot to augment it, the resulting curse adds 1d6+6 points of damage to the damage taken by targets of your spells of the chosen energy type.\nCurse of the elemental lords can't be dispelled, but it can be removed by any effect that would remove a curse.\nSpecial: If you are of the dragonblood subtype (see page 4), the extra damage from this spell also applies to your breath weapon (assuming that it deals the appropriate type of damage).","short_description":"Ghostly images of elemental beasts fly from your outstretched arm, striking foes and placing a shadow...","material_components":"0","name":"Curse of the Elemental Lords","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Curse of the Elemental Lords<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Ghostly images of elemental beasts fly from your outstretched arm, striking foes and placing a shadowy curse upon them.<br \/>This spell places a curse on the targets, making them more susceptible to your magical attacks.<br \/>When you cast this spell, select acid, cold, electricity, or fire; any creature affected by the spell takes an extra 1d6 points of damage from any of your spells that deal damage of that energy type.<br \/>The extra damage isn&#39;t added to other effects, such as a weapon&#39;s flaming special ability, nor does it apply to damage dealt by other characters.<br \/>As part of the casting of this spell, you can sacrifice one additional sorcerer spell slot of up to 9th level; doing this increases the extra damage from the spell by 1 point per level of the sacrificed slot.<br \/>For example, if you spend a 4th-level spell slot to cast curse of the elemental lords and a 6th-level spell slot to augment it, the resulting curse adds 1d6+6 points of damage to the damage taken by targets of your spells of the chosen energy type.<br \/>Curse of the elemental lords can&#39;t be dispelled, but it can be removed by any effect that would remove a curse.<br \/>Special: If you are of the dragonblood subtype (see page 4), the extra damage from this spell also applies to your breath weapon (assuming that it deals the appropriate type of damage).<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your body becomes powerfully muscled as multicolored scales cover your flesh.\nFour draconic heads sprout from your shoulders.\nYou take the form of an aspect of Tiamat (see page 110).\nYou gain 100 temporary hit points, which disappear at the end of the spell's duration.\nFor details, see The Polymorph Subschool on page 60.\nEvil: Only evil-aligned characters can cast this spell.","short_description":"Your body becomes powerfully muscled as multicolored scales cover your flesh.","material_components":"0","name":"Aspect of the Chromatic Dragon","level":"Sorcerer 8","full_text":"<div><p><h5>Aspect of the Chromatic Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your body becomes powerfully muscled as multicolored scales cover your flesh.<br \/>Four draconic heads sprout from your shoulders.<br \/>You take the form of an aspect of Tiamat (see page 110).<br \/>You gain 100 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>For details, see The Polymorph Subschool on page 60.<br \/>Evil: Only evil-aligned characters can cast this spell.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your body expands in size while growing a sheen of platinum scales and mighty claws and teeth.\nA pair of great wings sprouts from your back.\nYou take the form of an aspect of Bahamut (see page 108).\nYou gain 110 temporary hit points, which disappear at the end of the spell's duration.\nFor details, see The Polymorph Subschool on page 60.\n(if you don't have access to Draconomicon, replace the aspect's Tempest Breath feat with Great Cleave).\nGood: Only good-aligned characters can cast this spell.","short_description":"Your body expands in size while growing a sheen of platinum scales and mighty claws and teeth.","material_components":"0","name":"Aspect of the Platinum Dragon","level":"Sorcerer 7","full_text":"<div><p><h5>Aspect of the Platinum Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your body expands in size while growing a sheen of platinum scales and mighty claws and teeth.<br \/>A pair of great wings sprouts from your back.<br \/>You take the form of an aspect of Bahamut (see page 108).<br \/>You gain 110 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>For details, see The Polymorph Subschool on page 60.<br \/>(if you don&#39;t have access to Draconomicon, replace the aspect&#39;s Tempest Breath feat with Great Cleave).<br \/>Good: Only good-aligned characters can cast this spell.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You feel the mighty force of elemental wyrms flood your spirit and reinforce your body. Your flesh hardens, and your eyes gleam.\n\nFew creatures represent both themystic and the elemental more than dragons. You tap into the spiritual might of these magnificent creatures to gain a breath weapon and a defensive ability based on your favored element (and the dragon variety channeled by the spell). See the table below for details.\n\nThe breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon's effect.\n\nElement (Dragon)     Breath Weapon                              Defensive Ability\nEarth (Copper)         Slow, 1d6 rounds (Will negates)      DR 5 \/ adamantine\nFire (Red)                7d6 fire (Reflex half)                      Resistance to Fire 30\nMetal (Silver)           Paralysis, 1 round (Will negates)     DR 5 \/adamantine\nWater (White)          7d6 cold (Reflex half)                     Resistance to Cold 30\nWood (Green)          7d6 acid (Reflex half)                     Resistance to Acid 30","short_description":"You feel the mighty force of elemental wyrms flood your spirit and reinforce your body.","material_components":"0","name":"Channel the Dragon","level":"Wu Jen 7","full_text":"<div><p><h5>Channel the Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You feel the mighty force of elemental wyrms flood your spirit and reinforce your body. Your flesh hardens, and your eyes gleam.<\/p>\n\n\t<p>Few creatures represent both themystic and the elemental more than dragons. You tap into the spiritual might of these magnificent creatures to gain a breath weapon and a defensive ability based on your favored element (and the dragon variety channeled by the spell). See the table below for details.<\/p>\n\n\t<p>The breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon&#39;s effect.<\/p>\n\n\t<p>Element (Dragon)     Breath Weapon                              Defensive Ability<br \/>Earth (Copper)         Slow, 1d6 rounds (Will negates)      DR 5 \/ adamantine<br \/>Fire (Red)                7d6 fire (Reflex half)                      Resistance to Fire 30<br \/>Metal (Silver)           Paralysis, 1 round (Will negates)     DR 5 \/adamantine<br \/>Water (White)          7d6 cold (Reflex half)                     Resistance to Cold 30<br \/>Wood (Green)          7d6 acid (Reflex half)                     Resistance to Acid 30<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your body shrinks to the size of a housecat, as red-brown scales replace your normal skin and your fingers turn into sharp claws.\nA sinuous barbed tail grows from the base of your spine, and two leathery wings burst from your back.\nYou take the form of a Tiny pseudodragon (MM210).\nFor details, see The Polymorph Subschool on page 60.","short_description":"Your body shrinks to the size of a housecat, as red-brown scales replace your normal skin and your fi...","material_components":"0","name":"Dragonshape, Least","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Dragonshape, Least<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your body shrinks to the size of a housecat, as red-brown scales replace your normal skin and your fingers turn into sharp claws.<br \/>A sinuous barbed tail grows from the base of your spine, and two leathery wings burst from your back.<br \/>You take the form of a Tiny pseudodragon (MM210).<br \/>For details, see The Polymorph Subschool on page 60.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You feel a fire burning deep within you.\n\nCrimson scales quickly grow over your body, a pair of great wings sprouts from your shoulders, and the scent of sulfur fills the air as you transform into a dragon. You take the form of a Large young red dragon (see below). You gain 60 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60.","short_description":"You feel a fire burning deep within you.","material_components":"0","name":"Dragonshape, Lesser","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Dragonshape, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You feel a fire burning deep within you.<\/p>\n\n\t<p>Crimson scales quickly grow over your body, a pair of great wings sprouts from your shoulders, and the scent of sulfur fills the air as you transform into a dragon. You take the form of a Large young red dragon (see below). You gain 60 temporary hit points, which disappear at the end of the spell&#39;s duration. For details, see The Polymorph Subschool on page 60.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Brass scales grow from your flesh as a thick mane surrounds your face.\nYour arms and legs become powerfully muscled and grow sharp claws as your body hunches over to become quadrupedal and a small pair of batlike wings sprouts from your shoulder blades.\nYou take the form of a dragonne (MM89).\nYou gain 30 temporary hit points, which disappear at the end of the spell's duration.\nFor details, see The Polymorph Subschool on page 60.","short_description":"Brass scales grow from your flesh as a thick mane surrounds your face.","material_components":"0","name":"Form of the Desert Hunter","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Form of the Desert Hunter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Brass scales grow from your flesh as a thick mane surrounds your face.<br \/>Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over to become quadrupedal and a small pair of batlike wings sprouts from your shoulder blades.<br \/>You take the form of a dragonne (MM89).<br \/>You gain 30 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>For details, see The Polymorph Subschool on page 60.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your lower jaw down to your abdomen.\nYou gain a magical second stomach, which can be used to transport objects securely.\nYou can safely swallow and transport any object you could normally swallow (including items at least three size categories smaller than you).\nThe capacity of your hoard gullet is 100 pounds and\/or 10 cubic feet per caster level (up to a maximum of 1,000 pounds and 100 cubic feet).\nYou can't remove individual items from your hoard gullet, but as a full-round action, you can expel its entire contents into your square.\nIt otherwise functions as a bag of holding (DMG 248).\nAt the end of the spell's duration, anything still in your second stomach is immediately and instantly brought up, falling to the ground next to you.\nYou can't have more than one hoard gullet active at one time; casting this spell before its duration ends the duration of the previous casting.\nFor example, if a 7th-level sorcerer with 2 hours left on his hoard guild casts the spell again, the spell's duration resets to 7 hours.\nDragons often use this spell to transport their treasure hoards safely, but it is equally useful to those who would loot such hoards.","short_description":"You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your ...","material_components":"0","name":"Hoard Gullet","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Hoard Gullet<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your lower jaw down to your abdomen.<br \/>You gain a magical second stomach, which can be used to transport objects securely.<br \/>You can safely swallow and transport any object you could normally swallow (including items at least three size categories smaller than you).<br \/>The capacity of your hoard gullet is 100 pounds and\/or 10 cubic feet per caster level (up to a maximum of 1,000 pounds and 100 cubic feet).<br \/>You can&#39;t remove individual items from your hoard gullet, but as a full-round action, you can expel its entire contents into your square.<br \/>It otherwise functions as a bag of holding (<span class=caps>DMG<\/span> 248).<br \/>At the end of the spell&#39;s duration, anything still in your second stomach is immediately and instantly brought up, falling to the ground next to you.<br \/>You can&#39;t have more than one hoard gullet active at one time; casting this spell before its duration ends the duration of the previous casting.<br \/>For example, if a 7th-level sorcerer with 2 hours left on his hoard guild casts the spell again, the spell&#39;s duration resets to 7 hours.<br \/>Dragons often use this spell to transport their treasure hoards safely, but it is equally useful to those who would loot such hoards.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"You speak your own name as you clench your fists at your side.\nAn aura of bright energy forms around you, coalescing into the shape of a translucent dragon above your head.\nThis spell grants you a variety of benefits related to your draconic feats.\nIf you have no draconic feats, this spell has no effect.\nWhile this spell is active, you are considered to have two more draconic feats than normal for the purpose of determining the benefit of your draconic feats.\nFor example, if you have the Draconic Heritage feat (see page 17), you would gain a +2 bonus to the specified saves for the duration of this spell, over and above the bonus already granted by that feat.\nIn addition, for the purpose of determining the benefit of a draconic feat, treat magic of the dragonheart as if its spell level equaled 1\/2 your caster level.\nFor example, an 8th-level sorcerer that has the Draconic Flight feat (Complete Arcane 77) would gain a fly speed of 40 feet after casting this spell, as if it were a 4th-level spell.\nFinally, you gain a competence bonus equal to 1\/2 your caster level (maximum +10) on skill checks made with the class skill granted by your Draconic Heritage feat (if you have the feat).","short_description":"You speak your own name as you clench your fists at your side.","material_components":"0","name":"Magic of the Dragonheart","level":"Sorcerer 2","full_text":"<div><p><h5>Magic of the Dragonheart<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>You speak your own name as you clench your fists at your side.<br \/>An aura of bright energy forms around you, coalescing into the shape of a translucent dragon above your head.<br \/>This spell grants you a variety of benefits related to your draconic feats.<br \/>If you have no draconic feats, this spell has no effect.<br \/>While this spell is active, you are considered to have two more draconic feats than normal for the purpose of determining the benefit of your draconic feats.<br \/>For example, if you have the Draconic Heritage feat (see page 17), you would gain a +2 bonus to the specified saves for the duration of this spell, over and above the bonus already granted by that feat.<br \/>In addition, for the purpose of determining the benefit of a draconic feat, treat magic of the dragonheart as if its spell level equaled 1\/2 your caster level.<br \/>For example, an 8th-level sorcerer that has the Draconic Flight feat (Complete Arcane 77) would gain a fly speed of 40 feet after casting this spell, as if it were a 4th-level spell.<br \/>Finally, you gain a competence bonus equal to 1\/2 your caster level (maximum +10) on skill checks made with the class skill granted by your Draconic Heritage feat (if you have the feat).<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"3 rounds or until ended","saving_throw":"","spell_resistance":"","description":"Your hands glow softly, as if illuminated from within by a bright light.\nThis spell adds a touch of good to your magic, granting you special potency against your evil-aligned enemies.\nYour spells gain the good descriptor.\nAny spell you cast of 3rd level or lower deals +50% damage to evil-aligned creatures.\nAs part of the casting of this spell, you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximumlevel of spells affected by mark of the enlightened soul to the level of the sacrificed slot minus 1.\nFor example, if you spend a 4th-level spell slot to cast the spell and a 7th-level spell slot to augment it, you would deal extra damage to evil-aligned creatures with spells of 6th level or lower.\nSpecial: A good-aligned caster of the dragonblood subtype can choose to end this spell's duration by activating protection from evil (as the spell, but targeting itself) as a swift action.\nThis effect lasts for the normal duration of protection from evil.","short_description":"Your hands glow softly, as if illuminated from within by a bright light.","material_components":"0","name":"Mark of the Enlightened Soul","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Mark of the Enlightened Soul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds or until ended<br\/><\/td><\/tr><\/table><p>\t<p>Your hands glow softly, as if illuminated from within by a bright light.<br \/>This spell adds a touch of good to your magic, granting you special potency against your evil-aligned enemies.<br \/>Your spells gain the good descriptor.<br \/>Any spell you cast of 3rd level or lower deals +50% damage to evil-aligned creatures.<br \/>As part of the casting of this spell, you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximumlevel of spells affected by mark of the enlightened soul to the level of the sacrificed slot minus 1.<br \/>For example, if you spend a 4th-level spell slot to cast the spell and a 7th-level spell slot to augment it, you would deal extra damage to evil-aligned creatures with spells of 6th level or lower.<br \/>Special: A good-aligned caster of the dragonblood subtype can choose to end this spell&#39;s duration by activating protection from evil (as the spell, but targeting itself) as a swift action.<br \/>This effect lasts for the normal duration of protection from evil.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action; see text","range":"30 ft.","target":"","effect":"","area":"One 5-foot square per level (maximum 5), beginning adjacent to your space (S)","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"A pathway of solid ice races along the ground from your feet, creating a frozen strip that gives off wisps of moisture.\nThis spell creates a pathway or area of slippery ice on the ground.\nEntering an affected square costs 2 squares of movement; a creature can avoid this hindrance by succeeding on a DC 10 Balance check.\nIf the creature fails the save by 5 or more, it not only spends 2 squares of movement to enter the affected square, but it also falls prone in that square.\nIn addition, any creature that starts its turn in an affected square or that enters an affected square takes 1 point of cold damage.\nIf a creature enters more than one affected square on its turn, it takes damage for each square.\nThis spell can be cast only on solid ground and has no effect when cast on the surface of water or other liquids.\nIf you cast path of frost again before the duration of the first spell ends, any squares within the area of both castings deal 2 points of cold damage.\nMore than two overlapping areas don't stack.\nSpecial: A white dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action.","short_description":"A pathway of solid ice races along the ground from your feet, creating a frozen strip that gives off ...","material_components":"0","name":"Path of Frost","level":"Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Path of Frost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A pathway of solid ice races along the ground from your feet, creating a frozen strip that gives off wisps of moisture.<br \/>This spell creates a pathway or area of slippery ice on the ground.<br \/>Entering an affected square costs 2 squares of movement; a creature can avoid this hindrance by succeeding on a DC 10 Balance check.<br \/>If the creature fails the save by 5 or more, it not only spends 2 squares of movement to enter the affected square, but it also falls prone in that square.<br \/>In addition, any creature that starts its turn in an affected square or that enters an affected square takes 1 point of cold damage.<br \/>If a creature enters more than one affected square on its turn, it takes damage for each square.<br \/>This spell can be cast only on solid ground and has no effect when cast on the surface of water or other liquids.<br \/>If you cast path of frost again before the duration of the first spell ends, any squares within the area of both castings deal 2 points of cold damage.<br \/>More than two overlapping areas don&#39;t stack.<br \/>Special: A white dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"24 hours","saving_throw":"","spell_resistance":"","description":"Your muscles ripple with the memory of ancestral strength, tensing for quick action.\nThis spell causes your body to recall the strength of your forebears, hearkening back to a time when your ancestors constantly struggled for survival.\nYou gain a +5 competence bonus on Climb, Jump, and Swim checks.\nIf primal hunter is active on you at the same time as primal instinct, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature).\nIf all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).\nSpecial: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.","short_description":"Your muscles ripple with the memory of ancestral strength, tensing for quick action.","material_components":"0","name":"Primal Hunter","level":"Druid 2 \/ Ranger 1 \/ Sorcerer 2","full_text":"<div><p><h5>Primal Hunter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 1 \/ Sorcerer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><\/table><p>\t<p>Your muscles ripple with the memory of ancestral strength, tensing for quick action.<br \/>This spell causes your body to recall the strength of your forebears, hearkening back to a time when your ancestors constantly struggled for survival.<br \/>You gain a +5 competence bonus on Climb, Jump, and Swim checks.<br \/>If primal hunter is active on you at the same time as primal instinct, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature).<br \/>If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).<br \/>Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"24 hours","saving_throw":"","spell_resistance":"","description":"Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircling you in their glow.\nThis spell calls upon the raw natural forces within you to grant the basic instincts possessed by your ancestors.\nYou gain a +5 competence bonus on initiative and Survival checks.\nIf primal instinct is active on you at the same time as primal hunter, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature).\nIt all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).\nSpecial: If you are of the dragonblood subtype (see page 4), you also gain a +5 competence bonus on any one kind of Knowledge check, chosen when you cast primal instinct,\nand you are treated as trained in that skill.","short_description":"Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircl...","material_components":"0","name":"Primal Instinct","level":"Druid 3 \/ Ranger 2 \/ Sorcerer 3","full_text":"<div><p><h5>Primal Instinct<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 2 \/ Sorcerer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><\/table><p>\t<p>Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircling you in their glow.<br \/>This spell calls upon the raw natural forces within you to grant the basic instincts possessed by your ancestors.<br \/>You gain a +5 competence bonus on initiative and Survival checks.<br \/>If primal instinct is active on you at the same time as primal hunter, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature).<br \/>It all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).<br \/>Special: If you are of the dragonblood subtype (see page 4), you also gain a +5 competence bonus on any one kind of Knowledge check, chosen when you cast primal instinct,<br \/>and you are treated as trained in that skill.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"24 hours","saving_throw":"","spell_resistance":"","description":"Translucent, catlike eyes appear over your own, flaring brightly for a moment before fading to invisibility.\nThis spell calls upon the primal forces of creation to grant you the senses of your primitive ancestors.\nYou gain low-light vision and a +5 competence bonus on Listen and Spot checks.\nIf primal senses is active on you at the same time as primal hunter, primal instinct, or primal speed, you gain uncanny dodge (as the barbarian class feature).\nIf all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).\nSpecial: If you are of the dragonblood subtype (see page 4), you also gain blindsense out to 10 feet.","short_description":"Translucent, catlike eyes appear over your own, flaring brightly for a moment before fading to invisi...","material_components":"0","name":"Primal Senses","level":"Druid 4 \/ Ranger 3 \/ Sorcerer 4","full_text":"<div><p><h5>Primal Senses<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 3 \/ Sorcerer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><\/table><p>\t<p>Translucent, catlike eyes appear over your own, flaring brightly for a moment before fading to invisibility.<br \/>This spell calls upon the primal forces of creation to grant you the senses of your primitive ancestors.<br \/>You gain low-light vision and a +5 competence bonus on Listen and Spot checks.<br \/>If primal senses is active on you at the same time as primal hunter, primal instinct, or primal speed, you gain uncanny dodge (as the barbarian class feature).<br \/>If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).<br \/>Special: If you are of the dragonblood subtype (see page 4), you also gain blindsense out to 10 feet.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"24 hours","saving_throw":"","spell_resistance":"","description":"A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and legs.\nThis spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might.\nYou gain a +5 resistance bonus on Reflex saves and a +10-foot enhancement bonus to all your speeds.\nIf primal speed is active on you at the same time as primal hunter, primal instinct, or primal senses, you gain uncanny dodge (as the barbarian class feature).\nIf all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).\nSpecial: If you are of the dragonblood subtype (see page 4), you can cast this spell as an immediate action.","short_description":"A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and l...","material_components":"0","name":"Primal Speed","level":"Druid 6 \/ Ranger 4 \/ Sorcerer 6","full_text":"<div><p><h5>Primal Speed<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Ranger 4 \/ Sorcerer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><\/table><p>\t<p>A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and legs.<br \/>This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might.<br \/>You gain a +5 resistance bonus on Reflex saves and a +10-foot enhancement bonus to all your speeds.<br \/>If primal speed is active on you at the same time as primal hunter, primal instinct, or primal senses, you gain uncanny dodge (as the barbarian class feature).<br \/>If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).<br \/>Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as an immediate action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"A wreath of crackling energy encircles your body, twisting madly around you before sinking into your skin in an unsettling fashion.\nThis spell infuses your body with energy drawn from the primal forces of chaos.\nYou gain a +5 competence bonus on Escape Artist checks, as well on grapple checks to resist or escape a grapple.\nYour natural weapons are treated as chaotic-aligned for the purpose of overcoming damage reduction.\nRegardless of your normal alignment, you are considered chaotic-aligned for the purpose of effects that rely on alignment (such as protection from chaos or chaos hammer).\nIf soul of anarchy and soul of light are active on you at the same time, you gain damage reduction 3\/evil or lawful.\nIf soul of anarchy and soul of shadow are active on you at the same time, you gain damage reduction 3\/good or lawful.\nSoul of anarchy counters and dispels soul of order, and vice versa.\nSpecial: A chaotic-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action.","short_description":"A wreath of crackling energy encircles your body, twisting madly around you before sinking into your ...","material_components":"0","name":"Soul of Anarchy","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Soul of Anarchy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>A wreath of crackling energy encircles your body, twisting madly around you before sinking into your skin in an unsettling fashion.<br \/>This spell infuses your body with energy drawn from the primal forces of chaos.<br \/>You gain a +5 competence bonus on Escape Artist checks, as well on grapple checks to resist or escape a grapple.<br \/>Your natural weapons are treated as chaotic-aligned for the purpose of overcoming damage reduction.<br \/>Regardless of your normal alignment, you are considered chaotic-aligned for the purpose of effects that rely on alignment (such as protection from chaos or chaos hammer).<br \/>If soul of anarchy and soul of light are active on you at the same time, you gain damage reduction 3\/evil or lawful.<br \/>If soul of anarchy and soul of shadow are active on you at the same time, you gain damage reduction 3\/good or lawful.<br \/>Soul of anarchy counters and dispels soul of order, and vice versa.<br \/>Special: A chaotic-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"Bright, clear light sprouts from your body, quickly flaring before fading to a faint white pulse. This spell infuses your body with energy drawn from the Positive Energy Plane, making it easier to repair injuries.\n\nWhenever you cast or are the target of a conjuration (healing) spell, you can choose for the spell to heal a number of extra points of damage equal to twice the spell's level.\n\nIf such a spell heals at least 10 points of damage, it also removes the fatigued condition from the target (or reduces exhaustion to fatigue).\n\nIf soul of light and soul of anarchy are active on you at the same time, you gain damage reduction 3\/evil or lawful.\n\nIf soul of light and soul of order are active on you at the same time, you gain damage reduction 3\/chaotic or evil.\n\nSoul of light counters and dispels soul of shadow, and vice versa.\n\nSpecial: A good-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.","short_description":"Bright, clear light sprouts from your body, quickly flaring before fading to a faint white pulse.","material_components":"0","name":"Soul of Light","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Soul of Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>Bright, clear light sprouts from your body, quickly flaring before fading to a faint white pulse. This spell infuses your body with energy drawn from the Positive Energy Plane, making it easier to repair injuries.<\/p>\n\n\t<p>Whenever you cast or are the target of a conjuration (healing) spell, you can choose for the spell to heal a number of extra points of damage equal to twice the spell&#39;s level.<\/p>\n\n\t<p>If such a spell heals at least 10 points of damage, it also removes the fatigued condition from the target (or reduces exhaustion to fatigue).<\/p>\n\n\t<p>If soul of light and soul of anarchy are active on you at the same time, you gain damage reduction 3\/evil or lawful.<\/p>\n\n\t<p>If soul of light and soul of order are active on you at the same time, you gain damage reduction 3\/chaotic or evil.<\/p>\n\n\t<p>Soul of light counters and dispels soul of shadow, and vice versa.<\/p>\n\n\t<p>Special: A good-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"A shimmering field of silver energy flows up your body from your feet to your head, giving your skin a metallic sheen.\nThis spell infuses your body with energy drawn from the primal forces of law.\nYou gain a +2 morale bonus on Will saves made to resist enchantment effects.\nYour natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction.\nRegardless of your normal alignment, you are considered lawful-aligned for the purpose of effects that rely on alignment (such as protection from law or order's wrath).\nIf soul of order and soul of light are active on you at the same time, you gain damage reduction 3\/chaotic or evil.\nIf soul of order and soul of shadow are active on you at the same time, you gain damage reduction 3\/chaotic or good.\nSoul of order counters and dispels soul of anarchy, and vice versa.\nSpecial: A lawful-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action.","short_description":"A shimmering field of silver energy flows up your body from your feet to your head, giving your skin ...","material_components":"0","name":"Soul of Order","level":"Paladin 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Soul of Order<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>A shimmering field of silver energy flows up your body from your feet to your head, giving your skin a metallic sheen.<br \/>This spell infuses your body with energy drawn from the primal forces of law.<br \/>You gain a +2 morale bonus on Will saves made to resist enchantment effects.<br \/>Your natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction.<br \/>Regardless of your normal alignment, you are considered lawful-aligned for the purpose of effects that rely on alignment (such as protection from law or order&#39;s wrath).<br \/>If soul of order and soul of light are active on you at the same time, you gain damage reduction 3\/chaotic or evil.<br \/>If soul of order and soul of shadow are active on you at the same time, you gain damage reduction 3\/chaotic or good.<br \/>Soul of order counters and dispels soul of anarchy, and vice versa.<br \/>Special: A lawful-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"Flecks of darkness whirl in your eyes, and your shadow seems to grow and writhe, echoing darkness within you.\nThis spell infuses your body with energy drawn from the Negative Energy Plane.\nWhenever you cast or are the target of an inflict spell, you can choose for the spell to deal a number of extra points of damage equal to twice the spell's level.\n(Only undead casters typically choose for such spells to deal extra damage to them).\nIf you cast such a spell that deals at least 10 points of damage to any one target, it also removes the fatigued condition from you (or reduces exhaustion to fatigue).\nIf soul of shadow and soul of anarchy are active on you at the same time, you gain damage reduction 3\/good or lawful.\nIf soul of shadow and soul of order are active on you at the same time, you gain damage reduction 3\/chaotic or good.\nSoul of shadow counters and dispels soul of light, and vice versa.\nSpecial: An evil-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.","short_description":"Flecks of darkness whirl in your eyes, and your shadow seems to grow and writhe, echoing darkness wit...","material_components":"0","name":"Soul of Shadow","level":"Blackguard 2 \/ Cleric 3","full_text":"<div><p><h5>Soul of Shadow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>Flecks of darkness whirl in your eyes, and your shadow seems to grow and writhe, echoing darkness within you.<br \/>This spell infuses your body with energy drawn from the Negative Energy Plane.<br \/>Whenever you cast or are the target of an inflict spell, you can choose for the spell to deal a number of extra points of damage equal to twice the spell&#39;s level.<br \/>(Only undead casters typically choose for such spells to &quot;deal&quot; extra damage to them).<br \/>If you cast such a spell that deals at least 10 points of damage to any one target, it also removes the fatigued condition from you (or reduces exhaustion to fatigue).<br \/>If soul of shadow and soul of anarchy are active on you at the same time, you gain damage reduction 3\/good or lawful.<br \/>If soul of shadow and soul of order are active on you at the same time, you gain damage reduction 3\/chaotic or good.<br \/>Soul of shadow counters and dispels soul of light, and vice versa.<br \/>Special: An evil-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"3 rounds or until ended","saving_throw":"","spell_resistance":"","description":"Inky black energy flows across your body, dripping to the ground and hissing with corruption everywhere it lands.\nThis spell adds a taint of evil to your magic, granting you special potency against your good-aligned enemies.\nYour spells gain the evil descriptor.\nAny spell you cast of 3rd level or lower deals +50% damage to good-aligned creatures.\nAs part of the casting of this spell, if you are a sorcerer you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximum level of spells affected by touch of the blackened soul to the level of the sacrificed slot minus 1.\nFor example, if you spend a 4th-level slot to cast the spell and a 5th-level spell slot to augment it, you would deal extra damage to good-aligned creatures with spells of 4th level or lower.\nSpecial: An evil-aligned caster of the dragonblood subtype can choose to end this spell's duration by activating protection from good (as the spell, but targeting itself) as a swift action.\nThis effect lasts for the normal duration of protection from good.","short_description":"Inky black energy flows across your body, dripping to the ground and hissing with corruption everywhe...","material_components":"0","name":"Touch of the Blackened Soul","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Touch of the Blackened Soul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds or until ended<br\/><\/td><\/tr><\/table><p>\t<p>Inky black energy flows across your body, dripping to the ground and hissing with corruption everywhere it lands.<br \/>This spell adds a taint of evil to your magic, granting you special potency against your good-aligned enemies.<br \/>Your spells gain the evil descriptor.<br \/>Any spell you cast of 3rd level or lower deals +50% damage to good-aligned creatures.<br \/>As part of the casting of this spell, if you are a sorcerer you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximum level of spells affected by touch of the blackened soul to the level of the sacrificed slot minus 1.<br \/>For example, if you spend a 4th-level slot to cast the spell and a 5th-level spell slot to augment it, you would deal extra damage to good-aligned creatures with spells of 4th level or lower.<br \/>Special: An evil-aligned caster of the dragonblood subtype can choose to end this spell&#39;s duration by activating protection from good (as the spell, but targeting itself) as a swift action.<br \/>This effect lasts for the normal duration of protection from good.<\/p><\/p>Reference: Dragon Magic<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Green and yellow sparks fly off your body as a light breeze picks up, lifting loose debris and swirling around with a faint howl. \n\nThis spell speeds the flow of magic through you, hastening your spellcasting ability. Casting times for arcane spells are reduced as follows:\nNormal Casting Time     New Casting Time\n1 standard action          1 swift action\n1 full round                   1 standard action\n2-10 rounds                  1 round less than normal\n\nArcane spellsurge has no effect on any spell with a casting time of greater than 1 minute or a casting time not listed on the table. You can't choose to ignore this effect; that is, you can't opt to cast a spell using its normal casting time. Thus, if all your spells normally have casting times of 1 standard action, they take 1 swift action instead, and because you can't take more than one swift action in a round, you won't be able to cast multiple spells per round while under the effect of arcane spellsurge. (If you have available spells with casting times of 1 full round, you are still able to cast more than one of those spells per round). However, a sorcerer or other spontaneous arcane caster could cast a metamagic spell (as a standard action) and a normal spell (as a swift action) in the same round.\n\nThis spell doesn't stack with any other effect that reduces a spell's casting time.\n\nSpecial: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.","short_description":"Green and yellow sparks fly off your body as a light breeze picks up, lifting loose debris and swirli...","material_components":"0","name":"Arcane Spellsurge","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7","full_text":"<div><p><h5>Arcane Spellsurge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Green and yellow sparks fly off your body as a light breeze picks up, lifting loose debris and swirling around with a faint howl. <\/p>\n\n\t<p>This spell speeds the flow of magic through you, hastening your spellcasting ability. Casting times for arcane spells are reduced as follows:<br \/>Normal Casting Time     New Casting Time<br \/>1 standard action          1 swift action<br \/>1 full round                   1 standard action<br \/>2-10 rounds                  1 round less than normal<\/p>\n\n\t<p>Arcane spellsurge has no effect on any spell with a casting time of greater than 1 minute or a casting time not listed on the table. You can&#39;t choose to ignore this effect; that is, you can&#39;t opt to cast a spell using its normal casting time. Thus, if all your spells normally have casting times of 1 standard action, they take 1 swift action instead, and because you can&#39;t take more than one swift action in a round, you won&#39;t be able to cast multiple spells per round while under the effect of arcane spellsurge. (If you have available spells with casting times of 1 full round, you are still able to cast more than one of those spells per round). However, a sorcerer or other spontaneous arcane caster could cast a metamagic spell (as a standard action) and a normal spell (as a swift action) in the same round.<\/p>\n\n\t<p>This spell doesn&#39;t stack with any other effect that reduces a spell&#39;s casting time.<\/p>\n\n\t<p>Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.<\/p><\/p>Reference: Dragon Magic 64<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One dragon","effect":"","area":"","duration":"1 day\/level; see text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"As you speak the ancient words, the torrent of rage begins to drain from the eyes of the dragon before you.\n\nThis spell helps calm the effects, of the Dracorage. It instantaneously restores 5 points of Wisdom damage resulting from the Dracorage (but not other sources) and returns the dragon's negative attitude toward nondragons one step closer in the positive direction (from unfriendly to indifferent, for example).\n\nIn addition, the spell also protects the dragon from having to make another save against the Dracorage for a number of days equal to the caster's level (maximum 20 days).\n\nThis spell counters or dispels aggravate Dracorage.\n\nOrigin: The abate Dracorage spell was rediscovered by the song dragon, Karasendrieth the Dragon Bard, while carrying out research at the Ilmatari Monastery of the Yellow Rose.","short_description":"As you speak the ancient words, the torrent of rage begins to drain from the eyes of the dragon befor...","material_components":"0","name":"Abate Dracorage","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Abate Dracorage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>As you speak the ancient words, the torrent of rage begins to drain from the eyes of the dragon before you.<\/p>\n\n\t<p>This spell helps calm the effects, of the Dracorage. It instantaneously restores 5 points of Wisdom damage resulting from the Dracorage (but not other sources) and returns the dragon&#39;s negative attitude toward nondragons one step closer in the positive direction (from unfriendly to indifferent, for example).<\/p>\n\n\t<p>In addition, the spell also protects the dragon from having to make another save against the Dracorage for a number of days equal to the caster&#39;s level (maximum 20 days).<\/p>\n\n\t<p>This spell counters or dispels aggravate Dracorage.<\/p>\n\n\t<p>Origin: The abate Dracorage spell was rediscovered by the song dragon, Karasendrieth the Dragon Bard, while carrying out research at the Ilmatari Monastery of the Yellow Rose.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A phosphorescent green aura bursts from you, causing an area 20 feet around you to glow brightly.\nThis spell creates a phosphorescent aura of protection around the subjects.\nThis abjuration has four effects, as follows:\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nThis benefit applies against all attacks, not just against attacks by dragons and dragonblood creatures.\nSecond, each warded creature gains spell resistance 25 against spells cast by dragons and dragonblood creatures.\nThird, the abjuration blocks possession and mental influence, in the same manner as protection from evil.\nFourth, if a dragon or dragonblood creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude save negates).\nFocus: A tiny reliquary containing some sacred relic, such as a shard from the sword of a famous dragon slayer.\nThe reliquary must be worth at least 500 gp.\nSpecial: Members of the dragonslayer prestige class cast this spell at +1 caster level.","short_description":"A phosphorescent green aura bursts from you, causing an area 20 feet around you to glow brightly.","material_components":"0","name":"Antidragon Aura, Greater","level":"Cleric 8","full_text":"<div><p><h5>Antidragon Aura, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A phosphorescent green aura bursts from you, causing an area 20 feet around you to glow brightly.<br \/>This spell creates a phosphorescent aura of protection around the subjects.<br \/>This abjuration has four effects, as follows:<br \/>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.<br \/>This benefit applies against all attacks, not just against attacks by dragons and dragonblood creatures.<br \/>Second, each warded creature gains spell resistance 25 against spells cast by dragons and dragonblood creatures.<br \/>Third, the abjuration blocks possession and mental influence, in the same manner as protection from evil.<br \/>Fourth, if a dragon or dragonblood creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude save negates).<br \/>Focus: A tiny reliquary containing some sacred relic, such as a shard from the sword of a famous dragon slayer.<br \/>The reliquary must be worth at least 500 gp.<br \/>Special: Members of the dragonslayer prestige class cast this spell at +1 caster level.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"1 living creature","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cup your hands as if to catch the light and then bend them outward, causing the air in front of the recipient's eyes to take on a shimmery, reflective quality.\nThis spell creates a mirrorlike area around the recipient's eyes.\nThis effect moves with the recipient and does not affect his vision.\nIf the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that he does not need to attempt a saving throw against the attack (just as if the recipient had averted his eyes).\nThe foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks, DMG 294).\nThe recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze.","short_description":"You cup your hands as if to catch the light and then bend them outward, causing the air in front of t...","material_components":"0","name":"Gaze Screen","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Gaze Screen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cup your hands as if to catch the light and then bend them outward, causing the air in front of the recipient&#39;s eyes to take on a shimmery, reflective quality.<br \/>This spell creates a mirrorlike area around the recipient&#39;s eyes.<br \/>This effect moves with the recipient and does not affect his vision.<br \/>If the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that he does not need to attempt a saving throw against the attack (just as if the recipient had averted his eyes).<br \/>The foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks, <span class=caps>DMG<\/span> 294).<br \/>The recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 full round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"5-ft. claw","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You conjure a wraithlike, faintly glowing cloud of white vapor that coalesces into a disembodied dragon's claw made of ice.\nThis spell creates a Medium four-taloned claw about 5 feet long.\nThe icy claw has a fly speed of 60 feet (perfect maneuverability), hit points equal to your full normal total, saving throw bonuses equal to your own, and AC 25 (+10 Dex, +5 natural).\nIt has damage reduction 15\/magic and bludgeoning and is immune to cold, poison, critical hits, and magical effects that don't deal damage.\nIt takes half again as much damage (+50%) from fire.\nAn icy claw never provokes attacks of opportunity.\nIt cannot push through a wall of force or enter an antimagic field, but it is affected by prismatic wall or prismatic sphere.\nA disintegrate spell or a successful dispel magic destroys it.\nAn icy claw attacks an opponent of your choice once per round, and its attack bonus equals your level + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +10 for the claw's Strength score (31).\nAn icy claw deals 1d6+15 points of damage plus 3d6 points of cold damage.\nIf it successfully damages a Medium or smaller foe, it attempts to start a grapple as a free action without provoking an attack of opportunity, with a grapple check bonus equal to your caster level +10.\nOn a successful grapple check, an icy claw deals normal damage (see above).\nThe claw ignores effects intended to mask or conceal the selected target, including darkness, invisibility, displacement, hiding in plain sight, and the like.\nDirecting an icy claw to a new target is a free action.\nArcane Focus: A white dragon's talon.","short_description":"You conjure a wraithlike, faintly glowing cloud of white vapor that coalesces into a disembodied drag...","material_components":"0","name":"Icy Claw","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Icy Claw<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft. claw<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a wraithlike, faintly glowing cloud of white vapor that coalesces into a disembodied dragon&#39;s claw made of ice.<br \/>This spell creates a Medium four-taloned claw about 5 feet long.<br \/>The icy claw has a fly speed of 60 feet (perfect maneuverability), hit points equal to your full normal total, saving throw bonuses equal to your own, and AC 25 (+10 Dex, +5 natural).<br \/>It has damage reduction 15\/magic and bludgeoning and is immune to cold, poison, critical hits, and magical effects that don&#39;t deal damage.<br \/>It takes half again as much damage (+50%) from fire.<br \/>An icy claw never provokes attacks of opportunity.<br \/>It cannot push through a wall of force or enter an antimagic field, but it is affected by prismatic wall or prismatic sphere.<br \/>A disintegrate spell or a successful dispel magic destroys it.<br \/>An icy claw attacks an opponent of your choice once per round, and its attack bonus equals your level + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +10 for the claw&#39;s Strength score (31).<br \/>An icy claw deals 1d6+15 points of damage plus 3d6 points of cold damage.<br \/>If it successfully damages a Medium or smaller foe, it attempts to start a grapple as a free action without provoking an attack of opportunity, with a grapple check bonus equal to your caster level +10.<br \/>On a successful grapple check, an icy claw deals normal damage (see above).<br \/>The claw ignores effects intended to mask or conceal the selected target, including darkness, invisibility, displacement, hiding in plain sight, and the like.<br \/>Directing an icy claw to a new target is a free action.<br \/>Arcane Focus: A white dragon&#39;s talon.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Touch","target":"One object","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"No","description":"You rub the gem over the target, causing an image of the target to gradually materialize in the depths of the gem.\nAs you complete the arcane gestures of the spell, the image becomes perfectly clear and then vanishes, leaving no trace of the spell on either the gem or the target.\nPowerful true dragons of all varieties commonly employ this spell.\nWhen the spell is cast, you create a permanent link between the focus and an object.\nAnyone who holds the focus can sense the target of the spell as the spell locate object, but with unlimited distance, as a standard action.\nIn addition, anyone who holds the focus can scry the bearer of the object, as the scrying spell, as a standard action.\nThe bearer of the object is entitled to a Will save, but is treated as if familiar to you and as if you possessed a lock of his hair.\nFocus: A gem worth at least 100 gp.\nOrigin: According to draconic legend, gem tracer was created by the first dragon whose hoard was plundered.","short_description":"You rub the gem over the target, causing an image of the target to gradually materialize in the depth...","material_components":"0","name":"Gem Tracer","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Gem Tracer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You rub the gem over the target, causing an image of the target to gradually materialize in the depths of the gem.<br \/>As you complete the arcane gestures of the spell, the image becomes perfectly clear and then vanishes, leaving no trace of the spell on either the gem or the target.<br \/>Powerful true dragons of all varieties commonly employ this spell.<br \/>When the spell is cast, you create a permanent link between the focus and an object.<br \/>Anyone who holds the focus can sense the target of the spell as the spell locate object, but with unlimited distance, as a standard action.<br \/>In addition, anyone who holds the focus can scry the bearer of the object, as the scrying spell, as a standard action.<br \/>The bearer of the object is entitled to a Will save, but is treated as if familiar to you and as if you possessed a lock of his hair.<br \/>Focus: A gem worth at least 100 gp.<br \/>Origin: According to draconic legend, gem tracer was created by the first dragon whose hoard was plundered.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"A burst of purple light reveals all that is hidden.\nRevelation creates an area in which all things appear as they actually are.\nThe burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round.\nUnlike with true seeing, all creatures in visual range can see the effect of the spell.\nThe spell does not dispel any magical effects--it only temporarily reveals them.\nShould a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area.\nMaterial Component: A clump of dandelion fluff and herbs worth 50 gp.","short_description":"A burst of purple light reveals all that is hidden.","material_components":"0","name":"Revelation","level":"Cleric 3 \/ Druid 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Revelation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A burst of purple light reveals all that is hidden.<br \/>Revelation creates an area in which all things appear as they actually are.<br \/>The burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round.<br \/>Unlike with true seeing, all creatures in visual range can see the effect of the spell.<br \/>The spell does not dispel any magical effects&#8212;it only temporarily reveals them.<br \/>Should a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area.<br \/>Material Component: A clump of dandelion fluff and herbs worth 50 gp.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One dragon","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"No","description":"The ancient words are no sooner spoken than you behold the twinkling fire within the dragon's eyes flare into a conflagration.\nThis spell fuels the Dracorage for a short period.\nIt causes the target to instantly and fully succumb to the Dracorage, shifting the target's attitude toward nondragons to hostile and instilling in the dragon a bloodthirsty desire to murder and wreak havoc.\nThis usually causes the dragon (even a good metallic dragon) to immediately attack all nondragons nearby.\nBecause aggravate Dracorage manipulates the existing Dracorage mythal, the Will save against the spell is 4 higher than normal and has a DC of 18 + the appropriate ability modifier.\n(Nevertheless, many casters of the spell will use subterfuge to trick the target dragon into allowing the spell to be cast freely upon it, thereby avoiding the dragon's high Will save bonus).\nAs with the Dracorage mythal itself, this spell ignores a dragon's spell resistance.\nAggravate Dracorage functions only during the period of the Dracorage and has no effect on dragons at other times.\nThis spell counters or dispels abate Dracorage.\nOrigin: As part of his research to control the Dracorage mythal, Sammaster (the once-human lich) crafted aggravate Dracorage and shared it with his most loyal minions.","short_description":"The ancient words are no sooner spoken than you behold the twinkling fire within the dragon's eyes fl...","material_components":"0","name":"Aggravate Dracorage","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Aggravate Dracorage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The ancient words are no sooner spoken than you behold the twinkling fire within the dragon&#39;s eyes flare into a conflagration.<br \/>This spell fuels the Dracorage for a short period.<br \/>It causes the target to instantly and fully succumb to the Dracorage, shifting the target&#39;s attitude toward nondragons to hostile and instilling in the dragon a bloodthirsty desire to murder and wreak havoc.<br \/>This usually causes the dragon (even a good metallic dragon) to immediately attack all nondragons nearby.<br \/>Because aggravate Dracorage manipulates the existing Dracorage mythal, the Will save against the spell is 4 higher than normal and has a DC of 18 + the appropriate ability modifier.<br \/>(Nevertheless, many casters of the spell will use subterfuge to trick the target dragon into allowing the spell to be cast freely upon it, thereby avoiding the dragon&#39;s high Will save bonus).<br \/>As with the Dracorage mythal itself, this spell ignores a dragon&#39;s spell resistance.<br \/>Aggravate Dracorage functions only during the period of the Dracorage and has no effect on dragons at other times.<br \/>This spell counters or dispels abate Dracorage.<br \/>Origin: As part of his research to control the Dracorage mythal, Sammaster (the once-human lich) crafted aggravate Dracorage and shared it with his most loyal minions.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Though the creature struggles to contain itself, its breath weapon bursts forth explosively.\nThe target of the spell is compelled to use its breath weapon as soon as it is capable.\nFor instance, if a dragon must wait 1d4 rounds, and it rolls a 2, it must use its breath weapon after 2 rounds.\nThe creature is capable of taking normal actions whenever its breath weapon is not available, though it cannot use any feats or spells that delay this result.\nSpecial: Sorcerers cast this spell at +1 level.","short_description":"Though the creature struggles to contain itself, its breath weapon bursts forth explosively.","material_components":"0","name":"Compel Breath","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Compel Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Though the creature struggles to contain itself, its breath weapon bursts forth explosively.<br \/>The target of the spell is compelled to use its breath weapon as soon as it is capable.<br \/>For instance, if a dragon must wait 1d4 rounds, and it rolls a 2, it must use its breath weapon after 2 rounds.<br \/>The creature is capable of taking normal actions whenever its breath weapon is not available, though it cannot use any feats or spells that delay this result.<br \/>Special: Sorcerers cast this spell at +1 level.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"20-ft. cone","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You dazzle your targets by breathing a beautiful cone of sparkling motes.\nAs a standard action, you can breathe a cone of sparkling motes that causes euphoria.\nAll those within the area must make a successful Will save or become dazed for 1d6 rounds.\nYou must wait 1d4 rounds between each use.\nMaterial Component: A pinch of sparkling gem dust worth 10 gp.","short_description":"You dazzle your targets by breathing a beautiful cone of sparkling motes.","material_components":"0","name":"Cone of Euphoria","level":"Bard 3 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Cone of Euphoria<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You dazzle your targets by breathing a beautiful cone of sparkling motes.<br \/>As a standard action, you can breathe a cone of sparkling motes that causes euphoria.<br \/>All those within the area must make a successful Will save or become dazed for 1d6 rounds.<br \/>You must wait 1d4 rounds between each use.<br \/>Material Component: A pinch of sparkling gem dust worth 10 gp.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"10 min.","range":"1 mile\/level","target":"One creature","effect":"","area":"","duration":"1 day\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"Your call for service immediately compels a nearby creature to hurry to your aid.\nThis spell allows you to send out a call to the nearest intelligent creature.\nThat creature receives one saving throw each day.\nIf it fails, it must come to your location using the most expedient means available.\nThe creature will not brave unnecessary harm, but it will disregard minor hazards (a snowstorm or traveling through bandit territory) to reach its destination.\nIf the creature makes a successful save, it is free to act normally that day, but it must continue to make a new save each day for the duration of the spell.\nOnce the creature arrives in your location, its reaction is improved by one step, but it is in no other way bound to you.\nSpecial: Only dragons can cast this spell.","short_description":"Your call for service immediately compels a nearby creature to hurry to your aid.","material_components":"0","name":"Dragoncall","level":"Sorcerer 6","full_text":"<div><p><h5>Dragoncall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 min.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your call for service immediately compels a nearby creature to hurry to your aid.<br \/>This spell allows you to send out a call to the nearest intelligent creature.<br \/>That creature receives one saving throw each day.<br \/>If it fails, it must come to your location using the most expedient means available.<br \/>The creature will not brave unnecessary harm, but it will disregard minor hazards (a snowstorm or traveling through bandit territory) to reach its destination.<br \/>If the creature makes a successful save, it is free to act normally that day, but it must continue to make a new save each day for the duration of the spell.<br \/>Once the creature arrives in your location, its reaction is improved by one step, but it is in no other way bound to you.<br \/>Special: Only dragons can cast this spell.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration, up to 1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"You calm your target by exhaling a peaceful breeze.\nThis spell allows you to exhale a calming breeze, soothing one creature of your choice.\nThe creature is affected as if by a calm emotions spell for as long as you concentrate, up to a maximum of 1 minute per caster level.\nYou cannot affect creatures with more Hit Dice than you have caster levels.\nSpecial Material: If you blow dust of blue spinel (worth at least 50 gp) in the breeze when you cast the spell, its duration increases to 2 minutes per level.","short_description":"You calm your target by exhaling a peaceful breeze.","material_components":"0","name":"Pacification","level":"Bard 4 \/ Cleric 5","full_text":"<div><p><h5>Pacification<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You calm your target by exhaling a peaceful breeze.<br \/>This spell allows you to exhale a calming breeze, soothing one creature of your choice.<br \/>The creature is affected as if by a calm emotions spell for as long as you concentrate, up to a maximum of 1 minute per caster level.<br \/>You cannot affect creatures with more Hit Dice than you have caster levels.<br \/>Special Material: If you blow dust of blue spinel (worth at least 50 gp) in the breeze when you cast the spell, its duration increases to 2 minutes per level.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One good dragon or dragonblood creature","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes (object)","description":"You fire a brilliant ray of white, black, green, blue, and red at the dragon.\nThis spell calls upon the might of evil dragonkind to suppress the powers of a good dragon or dragonblood creature.\nYou must make a ranged touch attack to hit the target.\nIf the attack is successful, the dragon must make a successful Will save or become unable to use all its racial supernatural and spell-like abilities.\nThis does not include the spells a dragon casts from its sorcerer spell progression.\nSpecial: If you receive your divine spells from Mask or Tiamat, you receive a +1 profane bonus on the ranged touch attack.","short_description":"You fire a brilliant ray of white, black, green, blue, and red at the dragon.","material_components":"0","name":"Chromatic Ray","level":"Blackguard 4 \/ Cleric 5","full_text":"<div><p><h5>Chromatic Ray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You fire a brilliant ray of white, black, green, blue, and red at the dragon.<br \/>This spell calls upon the might of evil dragonkind to suppress the powers of a good dragon or dragonblood creature.<br \/>You must make a ranged touch attack to hit the target.<br \/>If the attack is successful, the dragon must make a successful Will save or become unable to use all its racial supernatural and spell-like abilities.<br \/>This does not include the spells a dragon casts from its sorcerer spell progression.<br \/>Special: If you receive your divine spells from Mask or Tiamat, you receive a +1 profane bonus on the ranged touch attack.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaueous\/1d4 rounds; see text","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"A phosphorescent green cloud erupts in the air, causing the dragons within to shudder in revulsion.\nThis spell calls upon the power of ancient wyrm-slayers to inflict grievous harm on dragons.\nThe power takes the form of a phosphorescent cloud, causing great pain to dragons and dragonblood creatures within.\nThe cloud deals 1d8 points of damage per two caster levels (maximum 5d8) to creature with the dragonblood subtype and 1d6 points per caster level (maximum 10d6) to creatures with the dragon type.\nBoth kinds of creatures are also stunned for 1d4 rounds.\nA successful Fortitude save halves the damage and negates the stun effect.\nSpecial Component: By including the claw of a deep dragon (50-75 gp) of Large size or larger, the caster can increase the DC of the spell by 2.\nThe claw is expended in the casting.","short_description":"A phosphorescent green cloud erupts in the air, causing the dragons within to shudder in revulsion.","material_components":"0","name":"Dragon Blight","level":"Cleric 4","full_text":"<div><p><h5>Dragon Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaueous\/1d4 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A phosphorescent green cloud erupts in the air, causing the dragons within to shudder in revulsion.<br \/>This spell calls upon the power of ancient wyrm-slayers to inflict grievous harm on dragons.<br \/>The power takes the form of a phosphorescent cloud, causing great pain to dragons and dragonblood creatures within.<br \/>The cloud deals 1d8 points of damage per two caster levels (maximum 5d8) to creature with the dragonblood subtype and 1d6 points per caster level (maximum 10d6) to creatures with the dragon type.<br \/>Both kinds of creatures are also stunned for 1d4 rounds.<br \/>A successful Fortitude save halves the damage and negates the stun effect.<br \/>Special Component: By including the claw of a deep dragon (50-75 gp) of Large size or larger, the caster can increase the DC of the spell by 2.<br \/>The claw is expended in the casting.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"","duration":"2 rounds\/level","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"The object begins to glow brightly, imbued with the light of the Platinum Lord.\nThe touched object radiates light with all the same properties of a daylight spell.\nThe light from this spell also has a number of additional qualities.\nFirst, the radiance imbued by this spell is considered natural daylight for the purposes of creatures harmed by that type of light.\nSecond, an evil dragon or dragonblood creature cannot enter the area of full daylight unless it makes a successful Will save (though it can enter the area of shadowy illumination outside this).\nIf it makes the saving throw, it can enter the area, but each round that it remains in the area of daylight, it takes 2d6 points of damage and is dazed.\nA successful Will save halves the damage and negates the dazed effect.\nThird, light of Xymor counters and dispels shadow of the dark queen, and it also counters and dispels any.\ndarkness spell of equal or lower level, such as darkness.\nSpecial: Divine spellcasters who derive their power from Xymor (Bahamut) cast this spell at +1 caster level.","short_description":"The object begins to glow brightly, imbued with the light of the Platinum Lord.","material_components":"0","name":"Light of Xymor","level":"Cleric 5 \/ Paladin 4","full_text":"<div><p><h5>Light of Xymor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The object begins to glow brightly, imbued with the light of the Platinum Lord.<br \/>The touched object radiates light with all the same properties of a daylight spell.<br \/>The light from this spell also has a number of additional qualities.<br \/>First, the radiance imbued by this spell is considered natural daylight for the purposes of creatures harmed by that type of light.<br \/>Second, an evil dragon or dragonblood creature cannot enter the area of full daylight unless it makes a successful Will save (though it can enter the area of shadowy illumination outside this).<br \/>If it makes the saving throw, it can enter the area, but each round that it remains in the area of daylight, it takes 2d6 points of damage and is dazed.<br \/>A successful Will save halves the damage and negates the dazed effect.<br \/>Third, light of Xymor counters and dispels shadow of the dark queen, and it also counters and dispels any.<br \/>darkness spell of equal or lower level, such as darkness.<br \/>Special: Divine spellcasters who derive their power from Xymor (Bahamut) cast this spell at +1 caster level.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"20-ft.-radius spread","area":"","duration":"1 round","saving_throw":"See text","spell_resistance":"No; see text","description":"At your verbal command, the air nearby whirls and rises, carrying loose dirt and small objects into the air to pelt your foes.\nThis spell functions as gust of wind (PH 238), except as noted herein.\nInstead of a path of wind, you create a whirling mass of air.\nThe whirlwind carries sand, dirt, and other small objects (nothing heavier than a chicken egg) into the air, creating an opaque cloud of debris.\nCreatures must succeed on Fortitude saves as described in the gust of wind spell to avoid being checked or moved by the spell.\nCreatures blown over or moved by the wind are pushed in a random direction.\nThe flying debris causes 1d4 points of bludgeoning damage per caster level (maximum 10d4); this damage is subject to damage reduction, and creatures are allowed a Reflex save for half damage.\nIf the debris is primarily composed of soft or very small objects, such as loose soil, the spell deals 1d4 points of damage per two caster levels (maximum 5d4).\nThe spell deals damage to objects within the spread, though hardness will usually negate this damage.","short_description":"At your verbal command, the air nearby whirls and rises, carrying loose dirt and small objects into t...","material_components":"0","name":"Pebble Wind","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Pebble Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>At your verbal command, the air nearby whirls and rises, carrying loose dirt and small objects into the air to pelt your foes.<br \/>This spell functions as gust of wind (PH 238), except as noted herein.<br \/>Instead of a path of wind, you create a whirling mass of air.<br \/>The whirlwind carries sand, dirt, and other small objects (nothing heavier than a chicken egg) into the air, creating an opaque cloud of debris.<br \/>Creatures must succeed on Fortitude saves as described in the gust of wind spell to avoid being checked or moved by the spell.<br \/>Creatures blown over or moved by the wind are pushed in a random direction.<br \/>The flying debris causes 1d4 points of bludgeoning damage per caster level (maximum 10d4); this damage is subject to damage reduction, and creatures are allowed a Reflex save for half damage.<br \/>If the debris is primarily composed of soft or very small objects, such as loose soil, the spell deals 1d4 points of damage per two caster levels (maximum 5d4).<br \/>The spell deals damage to objects within the spread, though hardness will usually negate this damage.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One evil dragon or dragonblood creature","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes (object)","description":"With a gesture and a word, you fire a brilliant platinum ray at your target.\nThis spell calls upon the might of good dragonkind to suppress the powers of an evil dragon or dragonblood creature.\nYou must make a ranged touch attack to hit the target.\nIf the attack is successful, the dragon must make a successful Will save or become unable to use all racial supernatural and spell-like abilities.\nThis does not include the spells a dragon casts from its sorcerer spell progression.\nSpecial: If you receive your divine spells from Xymor (Bahamut), you receive a +1 sacred bonus on the ranged touch attack.","short_description":"With a gesture and a word, you fire a brilliant platinum ray at your target.","material_components":"0","name":"Platinum Ray","level":"Cleric 5","full_text":"<div><p><h5>Platinum Ray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>With a gesture and a word, you fire a brilliant platinum ray at your target.<br \/>This spell calls upon the might of good dragonkind to suppress the powers of an evil dragon or dragonblood creature.<br \/>You must make a ranged touch attack to hit the target.<br \/>If the attack is successful, the dragon must make a successful Will save or become unable to use all racial supernatural and spell-like abilities.<br \/>This does not include the spells a dragon casts from its sorcerer spell progression.<br \/>Special: If you receive your divine spells from Xymor (Bahamut), you receive a +1 sacred bonus on the ranged touch attack.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"100-ft.-radius burst","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"No","description":"_When you speak the triggering phrase, six puffs of shadow burst forth from your location, flying out to cover the six areas you target in your mind._\n\nYou create four cylinders of magical _darkness_ within the area, which randomly and rapidly move around at ground level, giving concealment to nearby creatures. The cylinders of shadow (called glooms) occupy space as Medium creatures (a 5-foot square), are 10 feet tall, and cannot leave the area of the spell.\n\nA creature fully engulfed by one or more of these glooms has concealment. This concealment applies to attacks made against or by creatures in these glooms.\n\nThe glooms are under your limited control. While the spell is in effect, you can use a free action on your turn to direct a controlled gloom to attach itself to and envelop a particular target and follow it. The target can attempt a Will saving throw to avoid being enveloped. Success indicates the gloom dissipates; failure means the target is surrounded by magical darkness. Once it is attached to a target, a gloom stays with that target until the spell's duration expires.\n\n_Origin_: This spell was created centuries ago by a steel dragon who eschewed human contact and masqueraded as a cruel necromancer who dwelt in an isolated tower.","short_description":"_When you speak the triggering phrase, six puffs of shadow burst forth from your location, flying out...","material_components":"0","name":"Scattergloom","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Scattergloom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p><em>When you speak the triggering phrase, six puffs of shadow burst forth from your location, flying out to cover the six areas you target in your mind.<\/em><\/p>\n\n\t<p>You create four cylinders of magical <em>darkness<\/em> within the area, which randomly and rapidly move around at ground level, giving concealment to nearby creatures. The cylinders of shadow (called &quot;glooms&quot;) occupy space as Medium creatures (a 5-foot square), are 10 feet tall, and cannot leave the area of the spell.<\/p>\n\n\t<p>A creature fully engulfed by one or more of these glooms has concealment. This concealment applies to attacks made against or by creatures in these glooms.<\/p>\n\n\t<p>The glooms are under your limited control. While the spell is in effect, you can use a free action on your turn to direct a controlled gloom to attach itself to and envelop a particular target and follow it. The target can attempt a Will saving throw to avoid being enveloped. Success indicates the gloom dissipates; failure means the target is surrounded by magical darkness. Once it is attached to a target, a gloom stays with that target until the spell&#39;s duration expires.<\/p>\n\n\t<p><em>Origin<\/em>: This spell was created centuries ago by a steel dragon who eschewed human contact and masqueraded as a cruel necromancer who dwelt in an isolated tower.<\/p><\/p>Reference: Dragons of Faerun 118<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched object","effect":"","area":"","duration":"2 rounds\/level","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"The object begins to darken, imbued with the malice of the Dark Lady.\nThe touched object radiates darkness with all the properties of a.\ndeeper darkness spell, except that evil dragons and dragonblood creatures can see normally.\nThe darkness from this spell also has a number of additional qualities:\nFirst, the darkened area acts as a desecrate spell.\nSecond, a good dragon or dragonblood creature cannot enter the area of darkness unless it makes a Will save.\nIf it makes the saving throw, it can enter the area, but each round that it remains in the area of darkness, it takes 2d6 points of damage and is dazed.\nA successful Will save halves the damage and negates the daze effect.\nThird, shadow of the Dark Queen counters and dispels light of Xymor, and it also counters and dispels any light spell of equal or lower level, including daylight and light.\nSpecial: Divine spellcasters who derive their power from Tiamat cast this spell at +1 caster level.","short_description":"The object begins to darken, imbued with the malice of the Dark Lady.","material_components":"0","name":"Shadow of the Dark Queen","level":"Blackguard 4 \/ Cleric 5","full_text":"<div><p><h5>Shadow of the Dark Queen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The object begins to darken, imbued with the malice of the Dark Lady.<br \/>The touched object radiates darkness with all the properties of a.<br \/>deeper darkness spell, except that evil dragons and dragonblood creatures can see normally.<br \/>The darkness from this spell also has a number of additional qualities:<br \/>First, the darkened area acts as a desecrate spell.<br \/>Second, a good dragon or dragonblood creature cannot enter the area of darkness unless it makes a Will save.<br \/>If it makes the saving throw, it can enter the area, but each round that it remains in the area of darkness, it takes 2d6 points of damage and is dazed.<br \/>A successful Will save halves the damage and negates the daze effect.<br \/>Third, shadow of the Dark Queen counters and dispels light of Xymor, and it also counters and dispels any light spell of equal or lower level, including daylight and light.<br \/>Special: Divine spellcasters who derive their power from Tiamat cast this spell at +1 caster level.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/levels)","target":"","effect":"","area":"Cylinder 10 ft. wide, 25 ft. long","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Tiny pinpricks tingle over your entire body as if a swarm of needles is trying to emerge from beneath your flesh.\nAs you complete the incantation, daggerlike shards of force burst forth from your skin.\nYou create a brief maelstrom of daggerlike, flying darts of force that spin, slice, and rebound within the area.\nAll within the area take 1d6 points of force damage per caster level (maximum 10d6).\nThe name is a misnomer, since the spell creates neither steel nor a true sting.\nOrigin: This spell was created decades ago by Rythtalies of Amn, who patterned it after the blade barrier spell employed by a cleric of Bhaal.\nHe then taught it to Jalanvaloss.","short_description":"Tiny pinpricks tingle over your entire body as if a swarm of needles is trying to emerge from beneath...","material_components":"0","name":"Steelsting","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Steelsting<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Tiny pinpricks tingle over your entire body as if a swarm of needles is trying to emerge from beneath your flesh.<br \/>As you complete the incantation, daggerlike shards of force burst forth from your skin.<br \/>You create a brief maelstrom of daggerlike, flying darts of force that spin, slice, and rebound within the area.<br \/>All within the area take 1d6 points of force damage per caster level (maximum 10d6).<br \/>The name is a misnomer, since the spell creates neither steel nor a true sting.<br \/>Origin: This spell was created decades ago by Rythtalies of Amn, who patterned it after the blade barrier spell employed by a cleric of Bhaal.<br \/>He then taught it to Jalanvaloss.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One spectral dragon","area":"","duration":"Concentration, up to 1 round\/level","saving_throw":"See text","spell_resistance":"Yes","description":"You summon a draconic mass made entirely of shadow.\nYou create a Large dragon-shaped mass of shadows that attacks under your control.\nEach round, you can move the spectral dragon up to 60 feet and attempt a bite attack against a single creature.\nThe attack bonus of the dragon is your caster level + your key ability modifier.\nIf the dragon hits with its bite, the target takes 1d6 points of Strength damage and gains one negative level.\nAfter 24 hours, the victim is entitled to a Fortitude save to avoid losing the level permanently.\nThe mass itself is not dangerous to the touch, and creatures can pass through it without suffering harm.\nA spectral dragon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation,\nor a rod of cancellation affects it.\nIts AC against touch attacks is 9 (10 minus size bonus for a Large creature).\nIt can pass through solid objects, though it has no ability to see through them.\nIf an attacked creature has spell resistance, make a caster level check (1d20 + caster level) against that spell resistance the first time the spectral dragon strikes it.\nIf the attack is successfully resisted, the spell is dispelled.\nIf not, the dragon has its full normal effect on that creature for the duration of the spell.\nAn undead creature struck by the dragon's bite receives 1d4x3 temporary hit points that last for up to 1 hour.\nSpecial: Shadow creatures (such as shadows, shadow dragons, and shadar-kai) and creatures descended from shadow (such as half-shadow dragons and shadovar) cast this spell at +1 caster level and deal an extra 1 point of Strength damage with each attack.\nThis bonus is also granted to creatures that derive their power from the Shadow Weave.","short_description":"You summon a draconic mass made entirely of shadow.","material_components":"0","name":"Spectral Dragon","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Spectral Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One spectral dragon<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You summon a draconic mass made entirely of shadow.<br \/>You create a Large dragon-shaped mass of shadows that attacks under your control.<br \/>Each round, you can move the spectral dragon up to 60 feet and attempt a bite attack against a single creature.<br \/>The attack bonus of the dragon is your caster level + your key ability modifier.<br \/>If the dragon hits with its bite, the target takes 1d6 points of Strength damage and gains one negative level.<br \/>After 24 hours, the victim is entitled to a Fortitude save to avoid losing the level permanently.<br \/>The mass itself is not dangerous to the touch, and creatures can pass through it without suffering harm.<br \/>A spectral dragon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation,<br \/>or a rod of cancellation affects it.<br \/>Its AC against touch attacks is 9 (10 minus size bonus for a Large creature).<br \/>It can pass through solid objects, though it has no ability to see through them.<br \/>If an attacked creature has spell resistance, make a caster level check (1d20 + caster level) against that spell resistance the first time the spectral dragon strikes it.<br \/>If the attack is successfully resisted, the spell is dispelled.<br \/>If not, the dragon has its full normal effect on that creature for the duration of the spell.<br \/>An undead creature struck by the dragon&#39;s bite receives 1d4&#215;3 temporary hit points that last for up to 1 hour.<br \/>Special: Shadow creatures (such as shadows, shadow dragons, and shadar-kai) and creatures descended from shadow (such as half-shadow dragons and shadovar) cast this spell at +1 caster level and deal an extra 1 point of Strength damage with each attack.<br \/>This bonus is also granted to creatures that derive their power from the Shadow Weave.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The target's bite, claws, and other natural weapons appear to grow smaller and weaker.\nThis spell weakens the natural weapons of the target creature.\nAll the damage dice of the target's natural weapons are decreased by 1 step for every five levels of the caster.\nYou cannot reduce the target's natural weapon damage to less than 1d2 points of damage.\nSpecial: Dragonblood creatures cast this spell at +1 caster level.","short_description":"The target's bite, claws, and other natural weapons appear to grow smaller and weaker.","material_components":"0","name":"Blunt Natural Weapons","level":"Assassin 3 \/ Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Blunt Natural Weapons<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target&#39;s bite, claws, and other natural weapons appear to grow smaller and weaker.<br \/>This spell weakens the natural weapons of the target creature.<br \/>All the damage dice of the target&#39;s natural weapons are decreased by 1 step for every five levels of the caster.<br \/>You cannot reduce the target&#39;s natural weapon damage to less than 1d2 points of damage.<br \/>Special: Dragonblood creatures cast this spell at +1 caster level.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The creature looks confused as it exhales a much smaller breath weapon than expected.\nThe targeted creature's breath weapon loses 1 die of damage per caster level.\nThis spell cannot reduce the target's breath weapon to less than 1 die of damage.\nSpecial: If you sprinkle ashes of an object damaged or destroyed by the breath weapon of the type of dragon being targeted (worth at least 100 gp), the caster level of the spell increases by two.","short_description":"The creature looks confused as it exhales a much smaller breath weapon than expected.","material_components":"0","name":"Diminish Breath Weapon","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Diminish Breath Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The creature looks confused as it exhales a much smaller breath weapon than expected.<br \/>The targeted creature&#39;s breath weapon loses 1 die of damage per caster level.<br \/>This spell cannot reduce the target&#39;s breath weapon to less than 1 die of damage.<br \/>Special: If you sprinkle ashes of an object damaged or destroyed by the breath weapon of the type of dragon being targeted (worth at least 100 gp), the caster level of the spell increases by two.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living dragon or dragonblood creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You feel the draconic blood stirring within you, strengthening your nearby kin.\n\nThis spell summons the strength of your dragon heritage to empower other draconic creatures, instilling them with a powerful sense of pride. Each affected dragon or dragonblood creature gains a +2 bonus on saving throws, caster level checks, attack rolls, ability checks, skill checks, and weapon damage rolls.\n\n_Special:_ Only dragons and dragonblood creatures can cast this spell.","short_description":"You feel the draconic blood stirring within you, strengthening your nearby kin.","material_components":"0","name":"Dragonblood Affinity","level":"Bard 3 \/ Sorcerer 3","full_text":"<div><p><h5>Dragonblood Affinity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You feel the draconic blood stirring within you, strengthening your nearby kin.<\/p>\n\n\t<p>This spell summons the strength of your dragon heritage to empower other draconic creatures, instilling them with a powerful sense of pride. Each affected dragon or dragonblood creature gains a +2 bonus on saving throws, caster level checks, attack rolls, ability checks, skill checks, and weapon damage rolls.<\/p>\n\n\t<p><em>Special:<\/em> Only dragons and dragonblood creatures can cast this spell.<\/p><\/p>Reference: Dragons of Faerun 114<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"10 min.","range":"Touch","target":"You and one willing creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Magic swirls around you and your ally, sparkling with the intensity of secret knowledge.\nThis spell allows two willing dragonblood creatures to trade known spells.\nThe two creatures agree upon a spell to swap.\nThese spells must be of the same level, though not of the same school.\nThis effect does not grant the creatures the ability to learn more spells.\nWhen a spell is traded, it is no longer in the repertoire of the trader.\nEach participant must expend XP equal to 100 times the minimum caster level necessary to cast the spell.\nFor instance, Darsikh (an 11th-level half-bronze dragon sorcerer) casts this spell to trade with Arethnektilhimon (an old brass dragon who casts as an 11th-level sorcerer).\nThey agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration.\nWhen the trade is decided and the spell cast, each expends 800 XP (100 x 8, since 8 is the minimum caster level necessary for sorcerers to cast 4th-level spells).\nThe old spells are no longer in the repertoire of the casters, and are replaced by the spells they have newly chosen.\nMaterial Component: Blood; each participant must take 1d4 points of damage when they cut themselves in a blood ceremony to seal their trade.\nXP Cost: 100 x the minimum caster level necessary to cast the traded spells.\nBoth participants expend this amount.\nSpecial: Only dragons and dragonblood creatures can cast this spell.","short_description":"Magic swirls around you and your ally, sparkling with the intensity of secret knowledge.","material_components":"0","name":"Dragonblood Spell-pact","level":"Sorcerer 5","full_text":"<div><p><h5>Dragonblood Spell-pact<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 min.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Magic swirls around you and your ally, sparkling with the intensity of secret knowledge.<br \/>This spell allows two willing dragonblood creatures to trade known spells.<br \/>The two creatures agree upon a spell to swap.<br \/>These spells must be of the same level, though not of the same school.<br \/>This effect does not grant the creatures the ability to learn more spells.<br \/>When a spell is traded, it is no longer in the repertoire of the trader.<br \/>Each participant must expend XP equal to 100 times the minimum caster level necessary to cast the spell.<br \/>For instance, Darsikh (an 11th-level half-bronze dragon sorcerer) casts this spell to trade with Arethnektilhimon (an old brass dragon who casts as an 11th-level sorcerer).<br \/>They agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration.<br \/>When the trade is decided and the spell cast, each expends 800 XP (100 &#215; 8, since 8 is the minimum caster level necessary for sorcerers to cast 4th-level spells).<br \/>The old spells are no longer in the repertoire of the casters, and are replaced by the spells they have newly chosen.<br \/>Material Component: Blood; each participant must take 1d4 points of damage when they cut themselves in a blood ceremony to seal their trade.<br \/>XP Cost: 100 x the minimum caster level necessary to cast the traded spells.<br \/>Both participants expend this amount.<br \/>Special: Only dragons and dragonblood creatures can cast this spell.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"One weapon of up to Large size in your possession","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (object)","spell_resistance":"No","description":"You touch a weapon, causing it to shimmer briefly and then coalesce into three distinct duplicate images, each one gradually assuming physical form.\nOnce they become solid, the three weapons shoot forward at your targets.\nThis spell allows you to split a target weapon of up to Large size (such as a greatsword, shortspear, and so on) into three exact duplicates.\nThese duplicates immediately launch themselves at a target or targets of your choice within close range.\nYou can direct one or more of the weapons at the same target or split them up among three different targets.\nMake a ranged attack roll for each weapon (using your ranged attack bonus or the ranged attack bonus of a fighter of your caster level, whichever is higher) as if you were proficient with the weapon in the normal manner.\n(For example, if used on a greatsword, you would make a ranged attack roll as if you were proficient with the greatsword, without the normal penalty for using an improvised throwing weapon).\nThe weapon gains a +1 enhancement bonus on attack rolls and damage rolls if it does not have an enhancement bonus already.\nEach duplicate that hits deals damage as if you had struck the target with the weapon in melee (including any special effects such as bane, smite evil, critical hits, sneak attack.\nWeapon Focus, and so on).\nYour Strength bonus does not apply, since the force of the weapon comes from the spell, not your own Strength.\nA duplicate does not get a flanking bonus or help a combatant get one.\nCasting the spell destroys the targeted weapon to create the duplicates, and the duplicates are destroyed whether or not they hit.\nBecause of this, the spell is rarely used on magic weapons.\nIt cannot be cast on artifacts, natural weapons, weapons animated with animate objects or similar spells, or weaponlike magical creations (such as Mordenkainen's sword).\nOrigin: This spell was created by Delgarth of Sumbarin, a long-forgotten minor realm along the banks of the River Dessarin.\nDelgarth was a powerful barbarian who concealed his limited prowess as a sorcerer so he could use it as an unexpected advantage during the frequent assassination attempts launched by his estranged kinfolk.","short_description":"You touch a weapon, causing it to shimmer briefly and then coalesce into three distinct duplicate ima...","material_components":"0","name":"Threesteel","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Threesteel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You touch a weapon, causing it to shimmer briefly and then coalesce into three distinct duplicate images, each one gradually assuming physical form.<br \/>Once they become solid, the three weapons shoot forward at your targets.<br \/>This spell allows you to split a target weapon of up to Large size (such as a greatsword, shortspear, and so on) into three exact duplicates.<br \/>These duplicates immediately launch themselves at a target or targets of your choice within close range.<br \/>You can direct one or more of the weapons at the same target or split them up among three different targets.<br \/>Make a ranged attack roll for each weapon (using your ranged attack bonus or the ranged attack bonus of a fighter of your caster level, whichever is higher) as if you were proficient with the weapon in the normal manner.<br \/>(For example, if used on a greatsword, you would make a ranged attack roll as if you were proficient with the greatsword, without the normal penalty for using an improvised throwing weapon).<br \/>The weapon gains a +1 enhancement bonus on attack rolls and damage rolls if it does not have an enhancement bonus already.<br \/>Each duplicate that hits deals damage as if you had struck the target with the weapon in melee (including any special effects such as bane, smite evil, critical hits, sneak attack.<br \/>Weapon Focus, and so on).<br \/>Your Strength bonus does not apply, since the force of the weapon comes from the spell, not your own Strength.<br \/>A duplicate does not get a flanking bonus or help a combatant get one.<br \/>Casting the spell destroys the targeted weapon to create the duplicates, and the duplicates are destroyed whether or not they hit.<br \/>Because of this, the spell is rarely used on magic weapons.<br \/>It cannot be cast on artifacts, natural weapons, weapons animated with animate objects or similar spells, or weaponlike magical creations (such as Mordenkainen&#39;s sword).<br \/>Origin: This spell was created by Delgarth of Sumbarin, a long-forgotten minor realm along the banks of the River Dessarin.<br \/>Delgarth was a powerful barbarian who concealed his limited prowess as a sorcerer so he could use it as an unexpected advantage during the frequent assassination attempts launched by his estranged kinfolk.<\/p><\/p>Reference: Dragons of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"With a word and a gesture, the target flares with crackling, violet-colored energy.\nMagical backlash causes any spells affecting the target to resonate painfully.\nFor each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 points of damage per level of that spell.\nFor example, a creature targeted by magical backlash that is under the effects of bull's strength, blur, and mage armor spells would take 4 points of damage for bull's strength, 4 for blur, and 2 more for mage armor for a total of 10 points of damage.","short_description":"With a word and a gesture, the target flares with crackling, violet-colored energy.","material_components":"0","name":"Magical Backlash","level":"Bard 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Magical Backlash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a word and a gesture, the target flares with crackling, violet-colored energy.<br \/>Magical backlash causes any spells affecting the target to resonate painfully.<br \/>For each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 points of damage per level of that spell.<br \/>For example, a creature targeted by magical backlash that is under the effects of bull&#39;s strength, blur, and mage armor spells would take 4 points of damage for bull&#39;s strength, 4 for blur, and 2 more for mage armor for a total of 10 points of damage.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One gelatinous cube","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"The air wavers and shimmers, finally coalescing into a large cube of glistening ooze.\nEngulfing terror creates a gelatinous cube (MM 201) in a space you designate.\nThe space must be large enough to accommodate the creature.\nIf not, the spell automatically fails.\nUpon appearing, the cube acts on your turn, attacking the nearest living creature each round.\nYou have no control over it and cannot direct it.\nThe gelatinous cube remains until it is destroyed or has no remaining targets to attack, at which point it moves away in a random direction.","short_description":"The air wavers and shimmers, finally coalescing into a large cube of glistening ooze.","material_components":"0","name":"Engulfing Terror","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Engulfing Terror<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One gelatinous cube<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The air wavers and shimmers, finally coalescing into a large cube of glistening ooze.<br \/>Engulfing terror creates a gelatinous cube (MM 201) in a space you designate.<br \/>The space must be large enough to accommodate the creature.<br \/>If not, the spell automatically fails.<br \/>Upon appearing, the cube acts on your turn, attacking the nearest living creature each round.<br \/>You have no control over it and cannot direct it.<br \/>The gelatinous cube remains until it is destroyed or has no remaining targets to attack, at which point it moves away in a random direction.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The target's eyes widen, and shine briefly with a white light.\nThe touched creature gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6).\nIn addition, if the target is flanked, its opponents gain no bonus on attack rolls (but still gain any other benefits derived from flanking, such as extra sneak attack damage).","short_description":"The target's eyes widen, and shine briefly with a white light.","material_components":"0","name":"Combat Readiness","level":"Assassin 1 \/ Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Combat Readiness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Bard 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The target&#39;s eyes widen, and shine briefly with a white light.<br \/>The touched creature gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6).<br \/>In addition, if the target is flanked, its opponents gain no bonus on attack rolls (but still gain any other benefits derived from flanking, such as extra sneak attack damage).<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"A thin membrane of darkness coats your body.\nThis spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability.\nYou also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness.\nAs with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.","short_description":"A thin membrane of darkness coats your body.","material_components":"0","name":"Shadow Shroud","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Shadow Shroud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>A thin membrane of darkness coats your body.<br \/>This spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability.<br \/>You also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness.<br \/>As with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One shadowy duplicate","area":"","duration":"1 round\/level","saving_throw":"Will disbelief","spell_resistance":"No","description":"You complete the incantation and nearby shadows gather together, assuming your approximate size and shape.\nYou create a shadowy duplicate of yourself at a place you indicate within range.\nThe shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire, starting in the round when you cast the spell.\nIt attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + the modifier for your spell save DCs.\nEach hit deals 1 point of Strength damage to the target.\nThe first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double.\nThe shadow double occupies a space identical to yours.\nIt is not incorporeal, and thus can't share a space with another creature or object.\nIt can provide a flanking bonus against any creature that hasn't yet saved successfully against it.\nThe shadow double can strike incorporeal creatures, but not ethereal creatures.\nEach round after the first, you can use a standard action to direct the shadow double to attack any other target.\nTo attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation).\nIf it is not commanded to switch targets, it continues to attack the same target.\nA shadow double can be attacked.\nIt has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to the modifier for your spell save DCs, and has one-fifth of your full normal hit points.\nIf the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the spell ends.","short_description":"You complete the incantation and nearby shadows gather together, assuming your approximate size and s...","material_components":"0","name":"Shadow Double","level":"Assassin 1 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Shadow Double<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One shadowy duplicate<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You complete the incantation and nearby shadows gather together, assuming your approximate size and shape.<br \/>You create a shadowy duplicate of yourself at a place you indicate within range.<br \/>The shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire, starting in the round when you cast the spell.<br \/>It attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + the modifier for your spell save DCs.<br \/>Each hit deals 1 point of Strength damage to the target.<br \/>The first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double.<br \/>The shadow double occupies a space identical to yours.<br \/>It is not incorporeal, and thus can&#39;t share a space with another creature or object.<br \/>It can provide a flanking bonus against any creature that hasn&#39;t yet saved successfully against it.<br \/>The shadow double can strike incorporeal creatures, but not ethereal creatures.<br \/>Each round after the first, you can use a standard action to direct the shadow double to attack any other target.<br \/>To attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation).<br \/>If it is not commanded to switch targets, it continues to attack the same target.<br \/>A shadow double can be attacked.<br \/>It has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to the modifier for your spell save DCs, and has one-fifth of your full normal hit points.<br \/>If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the spell ends.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to three vermin, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The vermin you select pause for a moment as their exoskeletons take on a metallic sheen.\nYou cause the exoskeletons of up to three vermin to harden to the strength of steel.\nThe spell increases the vermin's natural armor bonus by 2.\nThis bonus increases by 1 for every three caster levels above 7th, to a maximum of +6 at caster level 19th.\nThe enhancement bonus provided by armored vermin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.\nA vermin with no natural armor has an effective natural armor bonus of +0.","short_description":"The vermin you select pause for a moment as their exoskeletons take on a metallic sheen.","material_components":"0","name":"Armored Vermin","level":"Cleric 4 \/ Druid 4","full_text":"<div><p><h5>Armored Vermin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The vermin you select pause for a moment as their exoskeletons take on a metallic sheen.<br \/>You cause the exoskeletons of up to three vermin to harden to the strength of steel.<br \/>The spell increases the vermin&#39;s natural armor bonus by 2.<br \/>This bonus increases by 1 for every three caster levels above 7th, to a maximum of +6 at caster level 19th.<br \/>The enhancement bonus provided by armored vermin stacks with the target&#39;s natural armor bonus, but not with other enhancement bonuses to natural armor.<br \/>A vermin with no natural armor has an effective natural armor bonus of +0.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"A halo of blue fire flares around the target's head, which transforms into the head of an arachnid.\nAs the light fades, two oversized claws explode from the target's torso, snapping and clawing at the air.\nYou infuse a target with the essence of a bebilith (MM 42), causing it to gain the mandibles and claws of this demon.\nThe target gains two primary claw attacks (in addition to its normal claw attacks, if any) and a secondary bite attack\n(replacing its normal bite attack).\nThe claws deal 1d6 points of damage, and the bite deals 1d8 points (assuming Medium size).\nIf it is wielding a weapon, the target can attack with either a single law or a bite as a secondary attack.\nThe target can sunder objects with its claw attacks as if it had the Improved Sunder feat.\nThe target's bite attack carries a poison (injury; Fort save equal to the spell's save DC; 1d6 Con\/2d6 Con).\nThe target of this spell is also treated as an outsider of the evil subtype in addition to its normal type and subtypes.","short_description":"A halo of blue fire flares around the target's head, which transforms into the head of an arachnid.","material_components":"0","name":"Bebilith Blessing","level":"Cleric 5","full_text":"<div><p><h5>Bebilith Blessing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A halo of blue fire flares around the target&#39;s head, which transforms into the head of an arachnid.<br \/>As the light fades, two oversized claws explode from the target&#39;s torso, snapping and clawing at the air.<br \/>You infuse a target with the essence of a bebilith (MM 42), causing it to gain the mandibles and claws of this demon.<br \/>The target gains two primary claw attacks (in addition to its normal claw attacks, if any) and a secondary bite attack<br \/>(replacing its normal bite attack).<br \/>The claws deal 1d6 points of damage, and the bite deals 1d8 points (assuming Medium size).<br \/>If it is wielding a weapon, the target can attack with either a single law or a bite as a secondary attack.<br \/>The target can sunder objects with its claw attacks as if it had the Improved Sunder feat.<br \/>The target&#39;s bite attack carries a poison (injury; Fort save equal to the spell&#39;s save DC; 1d6 Con\/2d6 Con).<br \/>The target of this spell is also treated as an outsider of the evil subtype in addition to its normal type and subtypes.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One vermin","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The creature's eyes change color to match your own.\nIt trembles for a moment as it adjusts to your psychic presence.\nYou invest your psyche into a single vermin creature, granting it your Intelligence.\nWhile it is so affected, you can direct it with simple commands such as Attack, Run, and Fetch.\nSince you are in absolute control of the creature, it even follows suicidal commands.\nYou can continue to direct the vermin as long as it remains within range.\nYou need not see it to control it.\nChanging your instructions or giving a new command is the equivalent of redirecting a spell, so it is a move action.\nIf the vermin is slain, your mind is forced out of the creature violently.\nThe experience deals 1d4 points of Wisdom damage to you.","short_description":"The creature's eyes change color to match your own.","material_components":"0","name":"Dominate Vermin","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Dominate Vermin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The creature&#39;s eyes change color to match your own.<br \/>It trembles for a moment as it adjusts to your psychic presence.<br \/>You invest your psyche into a single vermin creature, granting it your Intelligence.<br \/>While it is so affected, you can direct it with simple commands such as &quot;Attack&quot;, &quot;Run&quot;, and &quot;Fetch&quot;.<br \/>Since you are in absolute control of the creature, it even follows suicidal commands.<br \/>You can continue to direct the vermin as long as it remains within range.<br \/>You need not see it to control it.<br \/>Changing your instructions or giving a new command is the equivalent of redirecting a spell, so it is a move action.<br \/>If the vermin is slain, your mind is forced out of the creature violently.<br \/>The experience deals 1d4 points of Wisdom damage to you.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your lower extremities transform, sprouting arachnid legs, as a large, pulsing thorax swells from your back.\nYou take on the form and abilities of a drider (MM 89).\nYou gain 20 temporary hit points, which disappear at the end of the spell's duration.\nYou don't gain the drider's spellcasting ability, but you retain your own.\n(Spellcasting is subject to the drider's ability scores; for instance, you can't cast wizard spells above 5th level, since your new Intelligence is only 15).\nAny held objects remain held in the new form (other gear melds into the new form as normal).\nSee page 59 for details of the polymorph subschool.","short_description":"Your lower extremities transform, sprouting arachnid legs, as a large, pulsing thorax swells from you...","material_components":"0","name":"Dridershape","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dridershape<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your lower extremities transform, sprouting arachnid legs, as a large, pulsing thorax swells from your back.<br \/>You take on the form and abilities of a drider (MM 89).<br \/>You gain 20 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>You don&#39;t gain the drider&#39;s spellcasting ability, but you retain your own.<br \/>(Spellcasting is subject to the drider&#39;s ability scores; for instance, you can&#39;t cast wizard spells above 5th level, since your new Intelligence is only 15).<br \/>Any held objects remain held in the new form (other gear melds into the new form as normal).<br \/>See page 59 for details of the polymorph subschool.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One nonmagical light source","effect":"","area":"","duration":"Instantaneous or 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"With a gesture, the light goes out.\nSnuff the light extinguishes a single non-magical light source, such as a candle, torch, or lantern.\nAgainst alchemical light sources, such as sunrods, you\nsuppress the light for 1 round per caster level.","short_description":"With a gesture, the light goes out.","material_components":"0","name":"Snuff the Light","level":"Assassin 1 \/ Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Snuff the Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Bard 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a gesture, the light goes out.<br \/>Snuff the light extinguishes a single non-magical light source, such as a candle, torch, or lantern.<br \/>Against alchemical light sources, such as sunrods, you<br \/>suppress the light for 1 round per caster level.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 Swift Action","range":"Person","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"_Your body bloats and writhes until eight massive spider legs burst through your flesh. As the transformation finishes, your skin hardens into a dark exoskeleton._\n\nAs _lesser spider form_:\/spells\/drow-of-the-underdark--93\/spider-form-lesser--1131\/, except you take on the form and abilities of a Large fiendish monstrous spider (MM 289). You are treated as having the spider's Hit Dice (4) for the purpose of adjudicating the special abilities gained from the fiendish template. ","short_description":"_Your body bloats and writhes until eight massive spider legs burst through your flesh.","material_components":"0","name":"Spider Form","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Spider Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 Swift Action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Person<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p><em>Your body bloats and writhes until eight massive spider legs burst through your flesh. As the transformation finishes, your skin hardens into a dark exoskeleton.<\/em><\/p>\n\n\t<p>As <a href=\/spells\/drow-of-the-underdark--93\/spider-form-lesser--1131\/><em>lesser spider form<\/em><\/a>, except you take on the form and abilities of a Large fiendish monstrous spider (MM 289). You are treated as having the spider&#39;s Hit Dice (4) for the purpose of adjudicating the special abilities gained from the fiendish template.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Your body inflates grotesquely as eight enormous spider legs burst through your flesh.\nAs the transformation finishes, your skin hardens into a dark exoskeleton.\nAs lesser spider form, except you take on the form and abilities of a Huge fiendish monstrous spider (MM 289).\nYou are treated as having the spider's Hit Dice (8) for the purpose of adjudicating the special abilities gained from the fiendish template.","short_description":"Your body inflates grotesquely as eight enormous spider legs burst through your flesh.","material_components":"0","name":"Spider Form, Greater","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Spider Form, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>Your body inflates grotesquely as eight enormous spider legs burst through your flesh.<br \/>As the transformation finishes, your skin hardens into a dark exoskeleton.<br \/>As lesser spider form, except you take on the form and abilities of a Huge fiendish monstrous spider (MM 289).<br \/>You are treated as having the spider&#39;s Hit Dice (8) for the purpose of adjudicating the special abilities gained from the fiendish template.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"Polymorph","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your arms and legs wither away as eight spindly spider legs burst through your flesh.\nAs the transformation finishes, your skin hardens into a dark exoskeleton.\nYou take on the form and abilities of a Medium fiendish monstrous spider (MM 289).\nYou are treated as having the spider's Hit Dice (2) for the purpose of adjudicating the special abilities gained from the fiendish template.\nYou gain 5 temporary hit points, which disappear at the end of the spell's duration.\nSee page 59 for details of the polymorph subschool.","short_description":"Your arms and legs wither away as eight spindly spider legs burst through your flesh.","material_components":"0","name":"Spider Form, Lesser","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Spider Form, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation (Polymorph)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your arms and legs wither away as eight spindly spider legs burst through your flesh.<br \/>As the transformation finishes, your skin hardens into a dark exoskeleton.<br \/>You take on the form and abilities of a Medium fiendish monstrous spider (MM 289).<br \/>You are treated as having the spider&#39;s Hit Dice (2) for the purpose of adjudicating the special abilities gained from the fiendish template.<br \/>You gain 5 temporary hit points, which disappear at the end of the spell&#39;s duration.<br \/>See page 59 for details of the polymorph subschool.<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A husky female chuckle accompanies the violet light that limns the target, illuminating the eight writhing tentacles that ooze from its body.\nYou infuse a target with the vile power of a yochlol, one of the demonic handmaidens of Lolth, causing its body to erupt with eight tendrils.\nAs a full-round action, the target can make eight primary tentacle attacks (using its normal reach), each dealing 1d4 points of damage.\nThese attacks can't be combined with any other weapon or natural weapon attacks.\nIn addition, the target gains a deflection bonus to AC equal to its Charisma bonus (minimum +1, maximum +5) and resistance 10 to acid and electricity.\nThe target of this spell is also treated as an outsider of the evil and shapechanger subtypes (in addition to its normal type and subtypes).","short_description":"A husky female chuckle accompanies the violet light that limns the target, illuminating the eight wri...","material_components":"0","name":"Yochlol Blessing","level":"Cleric 4","full_text":"<div><p><h5>Yochlol Blessing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A husky female chuckle accompanies the violet light that limns the target, illuminating the eight writhing tentacles that ooze from its body.<br \/>You infuse a target with the vile power of a yochlol, one of the demonic handmaidens of Lolth, causing its body to erupt with eight tendrils.<br \/>As a full-round action, the target can make eight primary tentacle attacks (using its normal reach), each dealing 1d4 points of damage.<br \/>These attacks can&#39;t be combined with any other weapon or natural weapon attacks.<br \/>In addition, the target gains a deflection bonus to AC equal to its Charisma bonus (minimum +1, maximum +5) and resistance 10 to acid and electricity.<br \/>The target of this spell is also treated as an outsider of the evil and shapechanger subtypes (in addition to its normal type and subtypes).<\/p><\/p>Reference: Drow of the Underdark<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"50 ft.","target":"","effect":"50-ft.-radius burst, centered on you","area":"","duration":"Instantaneous (see text)","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"You release a silent burst of negative energy from your body.\nYou can affect up to 1d6 hit dice worth of undead creatures per level (maximum 15d6).\nThose closest to you are affected first; among equidistant undead creatures, weaker ones are affected first.\nThe spell has one of two effects, which you select when you cast it.\nRebuked: The undead creatures cower as if in awe.\n(Treat them as stunned).\nThe effect lasts 10 rounds.\nBolstered: Undead creatures gain turn resistance of 1d4 plus your Charisma modifier (minimum +1).\nThe effect lasts 10 rounds.\n* First appeared in Tome and Blood.","short_description":"You release a silent burst of negative energy from your body.","material_components":"0","name":"Negative Energy Wave*","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Negative Energy Wave*<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>50 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>50-ft.-radius burst, centered on you<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You release a silent burst of negative energy from your body.<br \/>You can affect up to 1d6 hit dice worth of undead creatures per level (maximum 15d6).<br \/>Those closest to you are affected first; among equidistant undead creatures, weaker ones are affected first.<br \/>The spell has one of two effects, which you select when you cast it.<br \/>Rebuked: The undead creatures cower as if in awe.<br \/>(Treat them as stunned).<br \/>The effect lasts 10 rounds.<br \/>Bolstered: Undead creatures gain turn resistance of 1d4 plus your Charisma modifier (minimum +1).<br \/>The effect lasts 10 rounds.\n\t<ul>\n\t\t<li>First appeared in Tome and Blood.<\/li>\n\t<\/ul><\/p><\/p>Reference: Enemies and Allies<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 week (8 hours\/day)","range":"180 ft. (see text)","target":"","effect":"A demiplane coterminous with the Ethereal Plane, centered on your location","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create a finite plane with limited access: a demiplane.\nDemiplanes created by this power are very small, very minor planes.\nYou can only cast this spell while you are on the Ethereal Plane.\nWhen you cast the spell, a local density fluctuation precipitates the creation of a demiplane.\nAt first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.\nYou determine the environment within the demiplane when you first cast genesis, reflecting most any desire you can visualize.\nYou determine factors such as atmosphere, water, temperature, and the general shape of the terrain.\nThis spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).\nYou must add these things in some other fashion if you desire.\nOnce the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane, adding another 180 feet of radius to your demiplane each time.\nMaterial Component: A crystalline sphere; XP Cost: 5,000 XP.","short_description":"You create a finite plane with limited access: a demiplane.","material_components":"0","name":"Genesis","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Genesis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 week (8 hours\/day)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>180 ft. (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A demiplane coterminous with the Ethereal Plane, centered on your location<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a finite plane with limited access: a demiplane.<br \/>Demiplanes created by this power are very small, very minor planes.<br \/>You can only cast this spell while you are on the Ethereal Plane.<br \/>When you cast the spell, a local density fluctuation precipitates the creation of a demiplane.<br \/>At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.<br \/>You determine the environment within the demiplane when you first cast genesis, reflecting most any desire you can visualize.<br \/>You determine factors such as atmosphere, water, temperature, and the general shape of the terrain.<br \/>This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).<br \/>You must add these things in some other fashion if you desire.<br \/>Once the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane, adding another 180 feet of radius to your demiplane each time.<br \/>Material Component: A crystalline sphere; XP Cost: 5,000 XP.<\/p><\/p>Reference: Epic Level Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"40-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation.\nNonpsionic characters are unaffected.\nWhen the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have.\nCharacters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round.\nCharacters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.\nMaterial Component: Five playing cards, which are torn in half when the spell is cast.","short_description":"With this spell, you create an invisible field that leeches away the power points of psionic characte...","material_components":"0","name":"Psychic Turmoil","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Psychic Turmoil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation.<br \/>Nonpsionic characters are unaffected.<br \/>When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have.<br \/>Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round.<br \/>Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell&#39;s area and later return.<br \/>Material Component: Five playing cards, which are torn in half when the spell is cast.<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature.\nThe temporary hit points last for 1 hour.","short_description":"As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a...","material_components":"0","name":"Psychic Turmoil, Greater","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Psychic Turmoil, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature.<br \/>The temporary hit points last for 1 hour.<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"Up to eight living creatures","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n* Individual trains of thought in whatever order you desire.\n* Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.\n* A study of the thoughts and memories of one creature of the group in detail.\nOnce per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.\nThe creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell.\n(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).\nSuccess on this saving throw does not negate the other effects of the brain spider spell for that creature.\nYou can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.\nLanguage is not a barrier, and you need not personally know the beings--you can choose, for instance, the nearest eight guards who must be in that chamber there.\nThe spell cannot reach those who make a successful Will save.\nMaterial Component: A spider of any size or kind.\nIt can be dead, but must still have all eight legs.","short_description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creature...","material_components":"0","name":"Brain Spider","level":"Cleric 8","full_text":"<div><p><h5>Brain Spider<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n\t<ul>\n\t\t<li>Individual trains of thought in whatever order you desire.<\/li>\n\t\t<li>Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.<\/li>\n\t\t<li>A study of the thoughts and memories of one creature of the group in detail.<\/li>\n\t<\/ul><br \/>Once per round, if you do not perform a detailed study of one creature&#39;s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.<br \/>The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell.<br \/>(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).<br \/>Success on this saving throw does not negate the other effects of the brain spider spell for that creature.<br \/>You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.<br \/>Language is not a barrier, and you need not personally know the beings&#8212;you can choose, for instance, &quot;the nearest eight guards who must be in that chamber there&quot;.<br \/>The spell cannot reach those who make a successful Will save.<br \/>Material Component: A spider of any size or kind.<br \/>It can be dead, but must still have all eight legs.<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.\nYou can learn the answer to one question per round, to the best of the subject's knowledge.\nYou can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question.\nSubjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered.\nYou pose the questions telepathically, and the answers to those questions are imparted directly to your mind.\nYou and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.","short_description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the ...","material_components":"0","name":"Probe Thoughts","level":"Wizard 6 \/ Sorcerer 6","full_text":"<div><p><h5>Probe Thoughts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wizard 6 \/ Sorcerer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All the subject&#39;s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.<br \/>You can learn the answer to one question per round, to the best of the subject&#39;s knowledge.<br \/>You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question.<br \/>Subjects who do not wish to be probed can attempt to move beyond the power&#39;s range, unless somehow hindered.<br \/>You pose the questions telepathically, and the answers to those questions are imparted directly to your mind.<br \/>You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"You and one willing creature within 30 ft.","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.\nThe bond can be established only with a willing subject.\nYou can communicate telepathically through the bond regardless of language.\nNo special power or influence is established as a result of the bond.\nOnce the bond is formed, it works over any distance (although not from one plane to another).","short_description":"You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.","material_components":"0","name":"Telepathic Bond, Lesser","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Telepathic Bond, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.<br \/>The bond can be established only with a willing subject.<br \/>You can communicate telepathically through the bond regardless of language.<br \/>No special power or influence is established as a result of the bond.<br \/>Once the bond is formed, it works over any distance (although not from one plane to another).<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing psionic creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points.\nWhen you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head.\nFor the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers.\nYou can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target.\nThe spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.\nFor each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table.\nThe transference isn't perfectly efficient; for instance, if you cast a 7th-level spell at a psionic creature, it receives insufficient psionic power points to manifest a 7th-level power.\nThe temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.","short_description":"With this spell, you form a radiating corona around the head of a psionic ally, then convert some of ...","material_components":"0","name":"Dweomer of Transference","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Dweomer of Transference<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points.<br \/>When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature&#39;s head.<br \/>For the duration of the spell, any spells cast at the subject don&#39;t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers.<br \/>You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target.<br \/>The spells don&#39;t do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.<br \/>For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table.<br \/>The transference isn&#39;t perfectly efficient; for instance, if you cast a 7th-level spell at a psionic creature, it receives insufficient psionic power points to manifest a 7th-level power.<br \/>The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven&#39;t already been spent.<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.\nThe spell affects only creatures with Intelligence scores of 3 or higher.\nAny such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9).\nIn addition, a creature within the spell's area loses any psionic focus it might have had and takes a -4 penalty on Concentration checks for 1 round.\nThese effects happen whether or not the creature succeeded on its save.","short_description":"You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.","material_components":"0","name":"Glossolalia","level":"Bard 2","full_text":"<div><p><h5>Glossolalia<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.<br \/>The spell affects only creatures with Intelligence scores of 3 or higher.<br \/>Any such creatures within the spell&#39;s area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9).<br \/>In addition, a creature within the spell&#39;s area loses any psionic focus it might have had and takes a -4 penalty on Concentration checks for 1 round.<br \/>These effects happen whether or not the creature succeeded on its save.<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"For a brief time, you achieve themental dominance of a powerful psion, able to lash out at enemies using only the power of your mind.\nYour revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items.\nYou gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.\n* Mind Thrust: Deal 1d10 damage.\n* Ego Whip: Deal 1d4 Cha damage and daze for 1 round.\n* Psionic Blast: Stun creatures in 30-ft. cone for 1 round.\n* Id Insinuation: Swift tendrils of thought disrupt and confuse your target.\n* Psychic Crush: Brutally crush subject's mental essence, reducing subject to -1 hit points.\nYou manifest the powers as a psion of your caster level does, creating displays as described in each power's description.\nYou lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list.\nFor the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.\nAny unspent power points dissipate when the spell ends.\nMaterial Component: A potion of fox's cunning, which you drink (its effect is overridden by the effect of this spell).","short_description":"For a brief time, you achieve themental dominance of a powerful psion, able to lash out at enemies us...","material_components":"0","name":"Mental Pinnacle","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Mental Pinnacle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>For a brief time, you achieve themental dominance of a powerful psion, able to lash out at enemies using only the power of your mind.<br \/>Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items.<br \/>You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.\n\t<ul>\n\t\t<li>Mind Thrust: Deal 1d10 damage.<\/li>\n\t\t<li>Ego Whip: Deal 1d4 Cha damage and daze for 1 round.<\/li>\n\t\t<li>Psionic Blast: Stun creatures in 30-ft. cone for 1 round.<\/li>\n\t\t<li>Id Insinuation: Swift tendrils of thought disrupt and confuse your target.<\/li>\n\t\t<li>Psychic Crush: Brutally crush subject&#39;s mental essence, reducing subject to -1 hit points.<\/li>\n\t<\/ul><br \/>You manifest the powers as a psion of your caster level does, creating displays as described in each power&#39;s description.<br \/>You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list.<br \/>For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.<br \/>Any unspent power points dissipate when the spell ends.<br \/>Material Component: A potion of fox&#39;s cunning, which you drink (its effect is overridden by the effect of this spell).<\/p><\/p>Reference: Expanded Psionics Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/2 levels","saving_throw":"","spell_resistance":"","description":"This spell allows you to protect yourself against some condition--such as being immersed in boiling oil or being buried under an avalanche--that would ordinarily cause certain death.\nYou can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).\nYou must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.\nShould you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.\nHowever, the spell does not protect any items carried on your person.\nAt the end of the spell's duration, the condition has full normal effects on you if you are still subjected to it.\nMaterial Component: An ointment of peach syrup and cinnabar.","short_description":"This spell allows you to protect yourself against some condition--such as being immersed in boiling o...","material_components":"0","name":"Surelife","level":"","full_text":"<div><p><h5>Surelife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/2 levels<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to protect yourself against some condition&#8212;such as being immersed in boiling oil or being buried under an avalanche&#8212;that would ordinarily cause certain death.<br \/>You can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).<br \/>You must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.<br \/>Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.<br \/>However, the spell does not protect any items carried on your person.<br \/>At the end of the spell&#39;s duration, the condition has full normal effects on you if you are still subjected to it.<br \/>Material Component: An ointment of peach syrup and cinnabar.<\/p><\/p>Reference: Faiths & Pantheons<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Several undead creatures within a 50-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Undeath to death snuffs out the life forces of undead creatures, killing them instantly.\nThe spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).\nCreatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the point of origin of the burst are affected first.\nMaterial Component: The powder of a crushed diamond worth at least 500 gp.","short_description":"Undeath to death snuffs out the life forces of undead creatures, killing them instantly.","material_components":"0","name":"Undeath to Death","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Undeath to Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Undeath to death snuffs out the life forces of undead creatures, killing them instantly.<br \/>The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).<br \/>Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the point of origin of the burst are affected first.<br \/>Material Component: The powder of a crushed diamond worth at least 500 gp.<\/p><\/p>Reference: Faiths & Pantheons<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"Will negates; see text","spell_resistance":"","description":"You force your will against that of the possessing fiend, trying with all the strength of your faith to drive it from the body of the unfortunate creature before you.\nAfter casting this spell, you can spend a use of your turn or rebuke undead ability (as a standard action) in an attempt to drive a possessing fiend from its host.\nThe host creature or object must be within range of your turn or rebuke attempt.\nHowever, you do not make a turning check when you cast the spell.\nThe possessing fiend must instead succeed on a Will save or be driven from the host and shunted into the nearest available open space in its incorporeal form.\n(See the rules for possession on page 21).\nThis use of turn or rebuke undead has no effect on undead within range of the ability.\nA fiend driven from its host cannot attempt to possess that\nsame host for 24 hours.\nMaterial Component: A vial of holy or unholy water.","short_description":"You force your will against that of the possessing fiend, trying with all the strength of your faith ...","material_components":"0","name":"Exorcism","level":"Cleric 1 \/ Paladin 1","full_text":"<div><p><h5>Exorcism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><\/table><p>\t<p>You force your will against that of the possessing fiend, trying with all the strength of your faith to drive it from the body of the unfortunate creature before you.<br \/>After casting this spell, you can spend a use of your turn or rebuke undead ability (as a standard action) in an attempt to drive a possessing fiend from its host.<br \/>The host creature or object must be within range of your turn or rebuke attempt.<br \/>However, you do not make a turning check when you cast the spell.<br \/>The possessing fiend must instead succeed on a Will save or be driven from the host and shunted into the nearest available open space in its incorporeal form.<br \/>(See the rules for possession on page 21).<br \/>This use of turn or rebuke undead has no effect on undead within range of the ability.<br \/>A fiend driven from its host cannot attempt to possess that<br \/>same host for 24 hours.<br \/>Material Component: A vial of holy or unholy water.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, XP","casting_time":"1 standard action","range":"Touch","target":"Willing creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You remove a vestige of the creature's Abyssal heritage, making it seem less fiendish.\nYou strip the taint of the Abyss from the creature touched.\nIf the subject possesses any Abyssal heritor feats, one of them is immediately removed and replaced by any other feat for which the subject qualifies (except an Abyssal heritor feat).\nThe subject chooses both the feat lost and its replacement.\nIf the lost Abyssal heritor feat was a prerequisite for other feats or prestige classes, the recipient loses access to those feats or prestige class abilities until it once again meets all the prerequisites.\nThe subject can regain its original Abyssal heritor feat (and lose the replacement feat) by means of embrace the dark chaos,miracle, or wish.\nXP Cost: 250 XP.","short_description":"You remove a vestige of the creature's Abyssal heritage, making it seem less fiendish.","material_components":"0","name":"Shun the Dark Chaos","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Shun the Dark Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You remove a vestige of the creature&#39;s Abyssal heritage, making it seem less fiendish.<br \/>You strip the taint of the Abyss from the creature touched.<br \/>If the subject possesses any Abyssal heritor feats, one of them is immediately removed and replaced by any other feat for which the subject qualifies (except an Abyssal heritor feat).<br \/>The subject chooses both the feat lost and its replacement.<br \/>If the lost Abyssal heritor feat was a prerequisite for other feats or prestige classes, the recipient loses access to those feats or prestige class abilities until it once again meets all the prerequisites.<br \/>The subject can regain its original Abyssal heritor feat (and lose the replacement feat) by means of embrace the dark chaos,miracle, or wish.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, M","casting_time":"I standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"10-ft.-wide, 60-ft.-deep rift, up to 5 ft. long per caster level","area":"","duration":"3 rounds","saving_throw":"Reflex negates; see text","spell_resistance":"Yes","description":"The ground trembles as you cast this spell.\nSuddenly, a yawning rift filled with black fire splits the ground, threatening to devour all.\nThis spell creates a rectangular rift in the ground.\nYou designate where the rift opens, but it must be in a straight line on relatively level ground.\nThroughout the spell's duration, any conjuration spells with the evil descriptor that are cast within 60 feet of the rift function at caster level +2.\nYou cannot make the rift open beneath a fixed structure such as a tower, castle wall, or Daern's instant fortress.\nHowever, you can make it open underneath a wagon, tent, or similarly mobile object or lightweight structure.\nUntended objects wholly or partly in squares occupied by the rift fall in, taking 6d6 points of damage from the fall.\nAny creature standing wholly or partly in the area where the rift opens must succeed on a Reflex saving throw or fall into it as well, taking a like amount of damage.\nA successful save indicates that the creature avoids falling in by moving to the nearest safe square(s).\nAnything that falls into the rift is scorched by black fire that deals 6d6 points of fire damage per round and 6d6 points of divine energy damage per round.\nEnergy resistance or immunity does not protect against the divine energy damage.\nOn the second and third rounds of the spell's duration, black fire continues to fill the rift.\nIn addition, the rift sprouts black fiery tentacles that reach out to all creatures within 60 feet of the rift's edge.\nSuch creatures are entitled to a Reflex save each round to avoid the fiery tendrils; a creature that fails its save is lashed for 3d6 points of fire damage and 3d6 points of divine energy damage.\nAt the end of the spell's duration, the rift closes.\nAnything still trapped inside the rift when it closes plane shifts (as the spell) to a random layer of the Abyss.\nAll that remains of the rift is a permanent scar on the ground where it formed.\nMaterial Component: A miniature adamantine and gem-studded pickaxe worth at least 1,000 gp.","short_description":"The ground trembles as you cast this spell.","material_components":"0","name":"Abyssal Rift","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Abyssal Rift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>I standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft.-wide, 60-ft.-deep rift, up to 5 ft. long per caster level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The ground trembles as you cast this spell.<br \/>Suddenly, a yawning rift filled with black fire splits the ground, threatening to devour all.<br \/>This spell creates a rectangular rift in the ground.<br \/>You designate where the rift opens, but it must be in a straight line on relatively level ground.<br \/>Throughout the spell&#39;s duration, any conjuration spells with the evil descriptor that are cast within 60 feet of the rift function at caster level +2.<br \/>You cannot make the rift open beneath a fixed structure such as a tower, castle wall, or Daern&#39;s instant fortress.<br \/>However, you can make it open underneath a wagon, tent, or similarly mobile object or lightweight structure.<br \/>Untended objects wholly or partly in squares occupied by the rift fall in, taking 6d6 points of damage from the fall.<br \/>Any creature standing wholly or partly in the area where the rift opens must succeed on a Reflex saving throw or fall into it as well, taking a like amount of damage.<br \/>A successful save indicates that the creature avoids falling in by moving to the nearest safe square(s).<br \/>Anything that falls into the rift is scorched by black fire that deals 6d6 points of fire damage per round and 6d6 points of divine energy damage per round.<br \/>Energy resistance or immunity does not protect against the divine energy damage.<br \/>On the second and third rounds of the spell&#39;s duration, black fire continues to fill the rift.<br \/>In addition, the rift sprouts black fiery tentacles that reach out to all creatures within 60 feet of the rift&#39;s edge.<br \/>Such creatures are entitled to a Reflex save each round to avoid the fiery tendrils; a creature that fails its save is lashed for 3d6 points of fire damage and 3d6 points of divine energy damage.<br \/>At the end of the spell&#39;s duration, the rift closes.<br \/>Anything still trapped inside the rift when it closes plane shifts (as the spell) to a random layer of the Abyss.<br \/>All that remains of the rift is a permanent scar on the ground where it formed.<br \/>Material Component: A miniature adamantine and gem-studded pickaxe worth at least 1,000 gp.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius spread","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"You summon forth a column of green slime that quickly flattens out over a circular area 30 feet in diameter.\nYou create a wave of green slime that begins at the location you choose (within range) and violently spreads to the limit of the area.\nThe wave splashes and splatters as it moves, clinging to the walls and ceilings of enclosed areas as well as the floor.\nIn addition, one patch of green slime adheres to each creature in the area for every 5 feet of its face.\nGreen slime devours flesh and organic materials on contact and even dissolves metal.\nA patch of green slime deals 1d6 points of Constitution damage per round that it is in contact with flesh.\nAgainst wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood.\nIt does not harm stone.\nOn the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away--processes that damage the victim as well as the slime.\nExtreme cold or heat, sunlight, or a remove disease spell destroys the green slime.\nUnlike normal green slime, the slime created by this spell evaporates at the end of the spell's duration.\nMaterial Component: A few drops of stagnant pond water.","short_description":"You summon forth a column of green slime that quickly flattens out over a circular area 30 feet in di...","material_components":"0","name":"Slime Wave","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Slime Wave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon forth a column of green slime that quickly flattens out over a circular area 30 feet in diameter.<br \/>You create a wave of green slime that begins at the location you choose (within range) and violently spreads to the limit of the area.<br \/>The wave splashes and splatters as it moves, clinging to the walls and ceilings of enclosed areas as well as the floor.<br \/>In addition, one patch of green slime adheres to each creature in the area for every 5 feet of its face.<br \/>Green slime devours flesh and organic materials on contact and even dissolves metal.<br \/>A patch of green slime deals 1d6 points of Constitution damage per round that it is in contact with flesh.<br \/>Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood.<br \/>It does not harm stone.<br \/>On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away&#8212;processes that damage the victim as well as the slime.<br \/>Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime.<br \/>Unlike normal green slime, the slime created by this spell evaporates at the end of the spell&#39;s duration.<br \/>Material Component: A few drops of stagnant pond water.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Your eyes roll back into your head as you call to Dagon for his unique insight.\nSuddenly you become aware of some fragment of forbidden lore previously lost to you.\nYou tap into the forbidden knowledge of demons, gaining a +10 profane bonus on any one skill check involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion).\nThe check must be made immediately, in the same turn as you cast the spell.","short_description":"Your eyes roll back into your head as you call to Dagon for his unique insight.","material_components":"0","name":"Demoncall","level":"Blackguard 2","full_text":"<div><p><h5>Demoncall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Your eyes roll back into your head as you call to Dagon for his unique insight.<br \/>Suddenly you become aware of some fragment of forbidden lore previously lost to you.<br \/>You tap into the forbidden knowledge of demons, gaining a +10 profane bonus on any one skill check involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion).<br \/>The check must be made immediately, in the same turn as you cast the spell.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You manifest the acute senses of a powerful fiend.\nYou gain darkvision out to 60 feet and can see in magical darkness as if it were normal darkness.\nIn addition, you can see invisible creatures and objects as if affected by a see invisibility spell, and you can use detect good at will.","short_description":"You manifest the acute senses of a powerful fiend.","material_components":"0","name":"Fiendish Clarity","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Fiendish Clarity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>You manifest the acute senses of a powerful fiend.<br \/>You gain darkvision out to 60 feet and can see in magical darkness as if it were normal darkness.<br \/>In addition, you can see invisible creatures and objects as if affected by a see invisibility spell, and you can use detect good at will.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Concentration plus 3 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"With a word and a gesture, you draw the targeted creature toward you.\nThe subject becomes overwhelmed with the desire to be near you.\nIt remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side.\nThe subject must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to your position.\nIt avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach your side.\nIf prevented from reaching you, the subject can do nothing but stand motionless and watch you in despair.\nEach round at the end of its turn, regardless of whether it reaches you or not, the subject can attempt a new saving throw to end the effect.\nOnce the subject reaches a square adjacent to your space, it stands motionless and can take no actions.\nIf you move, it moves to follow you.\nThe subject is considered flat-footed against you, but if you take any obvious hostile actions against it, the spell ends at the start of its next turn.\nThus, you could use this spell to lure a creature to your side and gain a round's worth of sneak attacks against it before it came to its senses.","short_description":"With a word and a gesture, you draw the targeted creature toward you.","material_components":"0","name":"Beckoning Call","level":"Bard 2","full_text":"<div><p><h5>Beckoning Call<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration plus 3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a word and a gesture, you draw the targeted creature toward you.<br \/>The subject becomes overwhelmed with the desire to be near you.<br \/>It remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side.<br \/>The subject must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to your position.<br \/>It avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach your side.<br \/>If prevented from reaching you, the subject can do nothing but stand motionless and watch you in despair.<br \/>Each round at the end of its turn, regardless of whether it reaches you or not, the subject can attempt a new saving throw to end the effect.<br \/>Once the subject reaches a square adjacent to your space, it stands motionless and can take no actions.<br \/>If you move, it moves to follow you.<br \/>The subject is considered flat-footed against you, but if you take any obvious hostile actions against it, the spell ends at the start of its next turn.<br \/>Thus, you could use this spell to lure a creature to your side and gain a round&#39;s worth of sneak attacks against it before it came to its senses.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One non-evil living creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"With a cruel utterance and a complex set of hand signs, you cause great evil to swell within the targeted creature, overwhelming and confusing its sense of morality like a magnet touching a compass.\nYou temporarily turn one creature evil.\nThe chaotic\/neutral\/lawful component of the subject's alignment remains unchanged.\nThe subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with its new alignment.\nOtherwise, it acts with its new selfish, bloodthirsty, and cruel outlook in all matters.\nFor example, a wizard affected by this spell might not immediately turn on her fighter companion, particularly in the middle of a combat when they're fighting on the same side.\nBut she might allow her friend to be hurt or killed if he is carrying a valuable item that she could recover later, or she might use spells to control or deceive him in order to get what she wants.\nShe might even decide to betray or attack her friend at a later time if significant potential gain is involved.\nAn atonement spell restores the subject's original alignment, but a remove curse spell has no effect.\nArcane Material Component: A powdered or splintered holy symbol.","short_description":"With a cruel utterance and a complex set of hand signs, you cause great evil to swell within the targ...","material_components":"0","name":"Morality Undone","level":"Bard 5 \/ Cleric 5","full_text":"<div><p><h5>Morality Undone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a cruel utterance and a complex set of hand signs, you cause great evil to swell within the targeted creature, overwhelming and confusing its sense of morality like a magnet touching a compass.<br \/>You temporarily turn one creature evil.<br \/>The chaotic\/neutral\/lawful component of the subject&#39;s alignment remains unchanged.<br \/>The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with its new alignment.<br \/>Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook in all matters.<br \/>For example, a wizard affected by this spell might not immediately turn on her fighter companion, particularly in the middle of a combat when they&#39;re fighting on the same side.<br \/>But she might allow her friend to be hurt or killed if he is carrying a valuable item that she could recover later, or she might use spells to control or deceive him in order to get what she wants.<br \/>She might even decide to betray or attack her friend at a later time if significant potential gain is involved.<br \/>An atonement spell restores the subject&#39;s original alignment, but a remove curse spell has no effect.<br \/>Arcane Material Component: A powdered or splintered holy symbol.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"With a whisper and wave of your hand, you invite the targeted creature to behold the seething chaos of the infinite void surrounding the Abyss.\nEach round, the subject must make a successful Will save or be overwhelmed with madness and awe at the sight of the images of the Abyss forming in its mind.\nThe subject becomes shaken on the first failure, frightened on the second, panicked on the third, and unconscious on the fourth.\nA creature that faints from the effect of this spell remains unconscious for 1 hour or until revived.\nAny successful saving throw merely spares the subject the effect of the next failure for that round; any already existing condition persists until the next failure changes it or until the spell ends.","short_description":"With a whisper and wave of your hand, you invite the targeted creature to behold the seething chaos o...","material_components":"0","name":"Vision of Entropy","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Vision of Entropy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a whisper and wave of your hand, you invite the targeted creature to behold the seething chaos of the infinite void surrounding the Abyss.<br \/>Each round, the subject must make a successful Will save or be overwhelmed with madness and awe at the sight of the images of the Abyss forming in its mind.<br \/>The subject becomes shaken on the first failure, frightened on the second, panicked on the third, and unconscious on the fourth.<br \/>A creature that faints from the effect of this spell remains unconscious for 1 hour or until revived.<br \/>Any successful saving throw merely spares the subject the effect of the next failure for that round; any already existing condition persists until the next failure changes it or until the spell ends.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, XP","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One demon and one willing creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You painstakingly create two magic circles.\nIn one stands a demon, and in the other stands your willing subject.\nAfter an hour-long ritual incantation, you pull a roiling black cloud of demonic essence out of the demon and channel it into the willing recipient.\nYou transfer a portion of a demon's essence into a willing creature, enhancing one of its ability scores or skills.\nThe demon must be either allied and willing or captured and constrained (as if by a planar binding spell).\nAn unwilling demon can make a Will save to negate the effects of the spell.\nBoth the recipient and the donor demon must remain within specially prepared circles inscribed on the floor for the entire casting time.\nThese circles are similar to summoning circles and can be integrated into a summoning circle without impacting the function of either spell, but neither the demon nor the recipient need be summoned specifically into the circle for this spell's circle--each needs only to stand within it during the casting.\nThe benefit granted by this spell can be applied to one of the recipient's ability scores (as an enhancement bonus) or to one of his skills (as a competence bonus), as you designate.\nOnce this decision is made, it cannot be changed, and the effect cannot be dispelled except by a caster of higher level than you were when you cast the spell.\nIf you wish, you can increase the save DC for this spell by allowing the demon power over the target.\nThe specific concessions you can make to the demon and the corresponding increases to the save DC are given below.\n+1 Increase: The donor demon can track the recipient's location and condition, effectively gaining the effect of a constant status spell on it.\n+3 Increase: The demon can see through the recipient's eyes and hear through its ears.\n+5 Increase: The demon can telepathically communicate with the recipient as if by Rary's telepathic bond.\n+7 Increase: The demon can use demand on the recipient once per day as a spell-like ability (caster level equals your caster level at the time you cast extract gift).\nThe effects of the concessions are cumulative, but the save DC increases do not stack.\nThus, allowing the demon to track the recipient, use its senses, and communicate with it telepathically would increase the save DC by 5.\nIncreasing the save DC in this manner is an evil act, since it grants the demon more than the usual opportunity to work its evil.\nThus, using this option adds the evil descriptor to the spell.\nAbility Bonus: The recipient gains an enhancement bonus to one ability score of your choice.\nThe value of this bonus depends on your caster level and the abilities of the donor demon, as given below.\nThe maximum value of the bonus you can grant is one-fourth of your caster level (rounded down).\nThus, you could grant the recipient up to a +2 enhancement bonus at 9th level, or up to a +5 bonus at 20th level.\nYou can always choose to grant a bonus lower than your maximum.\nThe donor demon's ability modifier for the corresponding score must be at least twice that of the granted bonus.\nThus, to grant a +2 bonus to Dexterity, you must extract essence from a demon with a Dexterity score of at least 18 (such as a marilith).\nTo grant a +5 bonus to Charisma, you need a demon with a Charisma score of at least 30 (such as a lilitu).\nSkill Bonus: The recipient gains a competence bonus on checks made with one skill of your choice.\nThe value of this bonus depends on your caster level and the abilities of the donor demon, as given below.\nThe maximum value of the bonus you can grant is one-half your caster level (rounded down).\nThus, you could grant the recipient up to a +4 enhancement bonus at 9th level, or up to a +10 bonus at 20th level.\nYou can always choose to grant a bonus lower than your maximum.\nThe donor demon's ranks in the selected skill must be at least twice the granted bonus.\nThus, to grant a +5 bonus on Disable Device checks, you must extract essence from a demon with at least 10 ranks in Disable Device (such as a babau).\nTo grant a +10 bonus on Bluff checks, you need a demon with at least 20 ranks in Bluff (such as a balor).\nMaterial Component: The circles in which the donor and recipient stand during the casting must be inscribed with expensive paints made from powdered diamonds, cold iron, blood, and various rare and exotic pigments.\nEach circle must also be decorated with five flawless sapphires, which serve as conduits between the donor demon and the recipient.\nThe total cost of these pigments and gems depends on the nature and magnitude of the bonus to be imparted.\nFor an ability bonus, the cost equals the bonus squared times 1,000 gp (1,000 gp for +1, 4,000 gp for +2, 9,000 gp for +3, 16,000 gp for +4, and 25,000 gp for +5).\nFor a skill bonus, the cost equals the bonus squared times 100 gp (100 gp for +1, 400 gp for +2, 900 gp for +3, 1,600 gp for +4, 2,500 gp for +5, 3,600 gp for +6, 4,900 gp for +7, 6,400 gp for +8, 8,100 gp for +9, and 10,000 gp for +10).\nXP Cost: You must spend XP equal to 1\/25 the required cost of the material components when you cast this spell.","short_description":"You painstakingly create two magic circles.","material_components":"0","name":"Extract Gift","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Extract Gift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You painstakingly create two magic circles.<br \/>In one stands a demon, and in the other stands your willing subject.<br \/>After an hour-long ritual incantation, you pull a roiling black cloud of demonic essence out of the demon and channel it into the willing recipient.<br \/>You transfer a portion of a demon&#39;s essence into a willing creature, enhancing one of its ability scores or skills.<br \/>The demon must be either allied and willing or captured and constrained (as if by a planar binding spell).<br \/>An unwilling demon can make a Will save to negate the effects of the spell.<br \/>Both the recipient and the donor demon must remain within specially prepared circles inscribed on the floor for the entire casting time.<br \/>These circles are similar to summoning circles and can be integrated into a summoning circle without impacting the function of either spell, but neither the demon nor the recipient need be summoned specifically into the circle for this spell&#39;s circle&#8212;each needs only to stand within it during the casting.<br \/>The benefit granted by this spell can be applied to one of the recipient&#39;s ability scores (as an enhancement bonus) or to one of his skills (as a competence bonus), as you designate.<br \/>Once this decision is made, it cannot be changed, and the effect cannot be dispelled except by a caster of higher level than you were when you cast the spell.<br \/>If you wish, you can increase the save DC for this spell by allowing the demon power over the target.<br \/>The specific concessions you can make to the demon and the corresponding increases to the save DC are given below.<br \/>+1 Increase: The donor demon can track the recipient&#39;s location and condition, effectively gaining the effect of a constant status spell on it.<br \/>+3 Increase: The demon can see through the recipient&#39;s eyes and hear through its ears.<br \/>+5 Increase: The demon can telepathically communicate with the recipient as if by Rary&#39;s telepathic bond.<br \/>+7 Increase: The demon can use demand on the recipient once per day as a spell-like ability (caster level equals your caster level at the time you cast extract gift).<br \/>The effects of the concessions are cumulative, but the save DC increases do not stack.<br \/>Thus, allowing the demon to track the recipient, use its senses, and communicate with it telepathically would increase the save DC by 5.<br \/>Increasing the save DC in this manner is an evil act, since it grants the demon more than the usual opportunity to work its evil.<br \/>Thus, using this option adds the evil descriptor to the spell.<br \/>Ability Bonus: The recipient gains an enhancement bonus to one ability score of your choice.<br \/>The value of this bonus depends on your caster level and the abilities of the donor demon, as given below.<br \/>The maximum value of the bonus you can grant is one-fourth of your caster level (rounded down).<br \/>Thus, you could grant the recipient up to a +2 enhancement bonus at 9th level, or up to a +5 bonus at 20th level.<br \/>You can always choose to grant a bonus lower than your maximum.<br \/>The donor demon&#39;s ability modifier for the corresponding score must be at least twice that of the granted bonus.<br \/>Thus, to grant a +2 bonus to Dexterity, you must extract essence from a demon with a Dexterity score of at least 18 (such as a marilith).<br \/>To grant a +5 bonus to Charisma, you need a demon with a Charisma score of at least 30 (such as a lilitu).<br \/>Skill Bonus: The recipient gains a competence bonus on checks made with one skill of your choice.<br \/>The value of this bonus depends on your caster level and the abilities of the donor demon, as given below.<br \/>The maximum value of the bonus you can grant is one-half your caster level (rounded down).<br \/>Thus, you could grant the recipient up to a +4 enhancement bonus at 9th level, or up to a +10 bonus at 20th level.<br \/>You can always choose to grant a bonus lower than your maximum.<br \/>The donor demon&#39;s ranks in the selected skill must be at least twice the granted bonus.<br \/>Thus, to grant a +5 bonus on Disable Device checks, you must extract essence from a demon with at least 10 ranks in Disable Device (such as a babau).<br \/>To grant a +10 bonus on Bluff checks, you need a demon with at least 20 ranks in Bluff (such as a balor).<br \/>Material Component: The circles in which the donor and recipient stand during the casting must be inscribed with expensive paints made from powdered diamonds, cold iron, blood, and various rare and exotic pigments.<br \/>Each circle must also be decorated with five flawless sapphires, which serve as conduits between the donor demon and the recipient.<br \/>The total cost of these pigments and gems depends on the nature and magnitude of the bonus to be imparted.<br \/>For an ability bonus, the cost equals the bonus squared times 1,000 gp (1,000 gp for +1, 4,000 gp for +2, 9,000 gp for +3, 16,000 gp for +4, and 25,000 gp for +5).<br \/>For a skill bonus, the cost equals the bonus squared times 100 gp (100 gp for +1, 400 gp for +2, 900 gp for +3, 1,600 gp for +4, 2,500 gp for +5, 3,600 gp for +6, 4,900 gp for +7, 6,400 gp for +8, 8,100 gp for +9, and 10,000 gp for +10).<br \/>XP Cost: You must spend XP equal to 1\/25 the required cost of the material components when you cast this spell.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one living creature\/level, no two of which can be more than 10 ft. apart.","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You shout, A pox on you!With a mere gesture, lesions erupt on the flesh of your enemies, and their pallor turns a sickly yellow.\nEach affected creature takes 1d4 points of Constitution drain.","short_description":"You shout, A pox on you!With a mere gesture, lesions erupt on the flesh of your enemies, and their pa...","material_components":"0","name":"Pox","level":"Druid 6","full_text":"<div><p><h5>Pox<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You shout, &quot;A pox on you!&quot;With a mere gesture, lesions erupt on the flesh of your enemies, and their pallor turns a sickly yellow.<br \/>Each affected creature takes 1d4 points of Constitution drain.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You draw forth a scrap of parchment and speak the name written on it in blood.\nThe parchment turns to dust as you touch the targeted creature with you other hand, creating a potent link between the two of you.\nYou can use a soul link to monitor the subject's condition and location, as though it were affected by a status spell.\nYou and the subject can also communicate telepathically as long as you are both on the same plane.\nBy concentrating, you can also use scrying upon the subject, which is permitted no saving throw to resist.\nIn addition, the subject takes a -4 penalty on any saving throw made to resist a mind-affecting spell or ability you use against it.\nAt the time the spell is cast, you can choose to take a -2 penalty to one of your ability scores in order to grant the subject a +2 enhancement bonus to that same ability score.\nIf you use this option, the subject chooses the ability score affected for both of you and takes a -4 penalty on its saving throw to resist the effects of this spell.\nYou can have only one soul link in effect at a time.\nIf you cast this spell a second time, the soul link already active ends immediately, regardless of the outcome of the second casting.\nMaterial Component: A piece of parchment with the target's name (or detailed physical description) written upon it in your own blood.","short_description":"You draw forth a scrap of parchment and speak the name written on it in blood.","material_components":"0","name":"Soul Link","level":"Bard 6 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Soul Link<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You draw forth a scrap of parchment and speak the name written on it in blood.<br \/>The parchment turns to dust as you touch the targeted creature with you other hand, creating a potent link between the two of you.<br \/>You can use a soul link to monitor the subject&#39;s condition and location, as though it were affected by a status spell.<br \/>You and the subject can also communicate telepathically as long as you are both on the same plane.<br \/>By concentrating, you can also use scrying upon the subject, which is permitted no saving throw to resist.<br \/>In addition, the subject takes a -4 penalty on any saving throw made to resist a mind-affecting spell or ability you use against it.<br \/>At the time the spell is cast, you can choose to take a -2 penalty to one of your ability scores in order to grant the subject a +2 enhancement bonus to that same ability score.<br \/>If you use this option, the subject chooses the ability score affected for both of you and takes a -4 penalty on its saving throw to resist the effects of this spell.<br \/>You can have only one soul link in effect at a time.<br \/>If you cast this spell a second time, the soul link already active ends immediately, regardless of the outcome of the second casting.<br \/>Material Component: A piece of parchment with the target&#39;s name (or detailed physical description) written upon it in your own blood.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal, humanoid, magical beast, or monstrous humanoid","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You speak a dark epithet while brandishing your holy symbol.\nSuddenly, the creature you targeted transforms into a demonic version of its true self.\nYou cause the subject creature to deform.\nThe transformation is shocking to behold--the creature's skin sprouts thick fur or jagged scales, horns grow from its head and body, its hands twist into talons, and so forth.\nThis transformation bestows the following advantages and disadvantages on the subject for the duration of the spell:\n* Base land speed increases by 30 feet.\n* +3 enhancement bonus to natural armor.\n* The subject gains two claw attacks if it did not already have them.\nIf it did not previously have claws, the base damage for its new claw attacks depends on its size, as given on the following table.\nIf it already had claw attacks, the base damage increases by one die type, as if the creature had become one size category larger.\n* Rend (Ex): If the subject hits a target with both claw attacks in a single round, it can rend the flesh, dealing damage equal to the twice its claw damage, modified by double its Strength modifier.\n* The subject gains darkvision out to 60 feet, or its existing darkvision extends by 60 feet.\n* +2 profane bonus to Strength and Constitution.\n* -2 penalty to Dexterity.\nThe subject cannot communicate, cast spells, use spell-like abilities, activate magic items, or use weapons other than its natural ones while under the effects of this spell.","short_description":"You speak a dark epithet while brandishing your holy symbol.","material_components":"0","name":"Abyssal Frenzy","level":"Cleric 8","full_text":"<div><p><h5>Abyssal Frenzy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You speak a dark epithet while brandishing your holy symbol.<br \/>Suddenly, the creature you targeted transforms into a demonic version of its true self.<br \/>You cause the subject creature to deform.<br \/>The transformation is shocking to behold&#8212;the creature&#39;s skin sprouts thick fur or jagged scales, horns grow from its head and body, its hands twist into talons, and so forth.<br \/>This transformation bestows the following advantages and disadvantages on the subject for the duration of the spell:\n\t<ul>\n\t\t<li>Base land speed increases by 30 feet.<\/li>\n\t\t<li>+3 enhancement bonus to natural armor.<\/li>\n\t\t<li>The subject gains two claw attacks if it did not already have them.<\/li>\n\t<\/ul><br \/>If it did not previously have claws, the base damage for its new claw attacks depends on its size, as given on the following table.<br \/>If it already had claw attacks, the base damage increases by one die type, as if the creature had become one size category larger.\n\t<ul>\n\t\t<li>Rend (Ex): If the subject hits a target with both claw attacks in a single round, it can rend the flesh, dealing damage equal to the twice its claw damage, modified by double its Strength modifier.<\/li>\n\t\t<li>The subject gains darkvision out to 60 feet, or its existing darkvision extends by 60 feet.<\/li>\n\t\t<li>+2 profane bonus to Strength and Constitution.<\/li>\n\t\t<li>-2 penalty to Dexterity.<\/li>\n\t<\/ul><br \/>The subject cannot communicate, cast spells, use spell-like abilities, activate magic items, or use weapons other than its natural ones while under the effects of this spell.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"","range":"","target":"One animal, humanoid, magical beast, or monstrous humanoid\/level, all of which must be within 30 ft. of each other","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell has the same effects as abyssal frenzy, except as indicated above.","short_description":"This spell has the same effects as abyssal frenzy, except as indicated above.","material_components":"0","name":"Abyssal Frenzy, Mass","level":"","full_text":"<div><p><h5>Abyssal Frenzy, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>This spell has the same effects as abyssal frenzy, except as indicated above.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"Water in a volume of 100 ft.\/level by 100 ft.\/level by 10 ft.\/level (S)","duration":"Permanent; see text","saving_throw":"None; see text","spell_resistance":"No","description":"You wave a hand over a body of water, and it instantly takes on the color, odor, and consistency of a filth-ridden cesspool.\nThe caster makes water (or other liquid) foul and mildly poisonous.\nA creature that drinks the affected water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage.\nAny creature with 2 or more Hit Dice that swims or immerses itself halfway or more in the water must attempt a saving throw as if drinking it; a creature with fewer than 2 HD dies immediately if immersed to such a degree.\nIf the spell can affect only part of a larger body of water, the befouled water mixes with the pure water.\nIf the entire body of water is no more than four times the size of the affected area, all the water is befouled 24 hours later, but the damage from drinking or swimming in it is only 1d2 points of Constitution damage.\nIf the body of water is more than four times but less than twenty times the affected area, all the water tastes foul after 24 hours but has no damaging effect.\nIf the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.\nMaterial Component: A dead fish and a drop of poison.","short_description":"You wave a hand over a body of water, and it instantly takes on the color, odor, and consistency of a...","material_components":"0","name":"Befoul","level":"Cleric 8","full_text":"<div><p><h5>Befoul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You wave a hand over a body of water, and it instantly takes on the color, odor, and consistency of a filth-ridden cesspool.<br \/>The caster makes water (or other liquid) foul and mildly poisonous.<br \/>A creature that drinks the affected water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage.<br \/>Any creature with 2 or more Hit Dice that swims or immerses itself halfway or more in the water must attempt a saving throw as if drinking it; a creature with fewer than 2 HD dies immediately if immersed to such a degree.<br \/>If the spell can affect only part of a larger body of water, the befouled water mixes with the pure water.<br \/>If the entire body of water is no more than four times the size of the affected area, all the water is befouled 24 hours later, but the damage from drinking or swimming in it is only 1d2 points of Constitution damage.<br \/>If the body of water is more than four times but less than twenty times the affected area, all the water tastes foul after 24 hours but has no damaging effect.<br \/>If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.<br \/>Material Component: A dead fish and a drop of poison.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You raise your arms dramatically, whisper the name Pazuzu\ntwice, and watch as demonic wings sprout from your back.\nWings sprout from your back, allowing you to fly at your normal land speed with average maneuverability.\nYou can carry weight while flying according to your normal carrying capacity, and greater burdens affect your fly speed as they would your land speed.","short_description":"You raise your arms dramatically, whisper the name Pazuzu\ntwice, and watch as demonic wings sprout fr...","material_components":"0","name":"Demon Wings","level":"Blackguard 3","full_text":"<div><p><h5>Demon Wings<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You raise your arms dramatically, whisper the name &quot;Pazuzu&quot;<br \/>twice, and watch as demonic wings sprout from your back.<br \/>Wings sprout from your back, allowing you to fly at your normal land speed with average maneuverability.<br \/>You can carry weight while flying according to your normal carrying capacity, and greater burdens affect your fly speed as they would your land speed.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"Your flesh becomes thick and leathery like a demon's.\nThis spell grants you a +1 enhancement bonus to your natural armor for every five caster levels you possess (minimum +1, maximum +4).\nA creature without natural armor has an effective natural armor bonus of +0.","short_description":"Your flesh becomes thick and leathery like a demon's.","material_components":"0","name":"Demonflesh","level":"Blackguard 1","full_text":"<div><p><h5>Demonflesh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your flesh becomes thick and leathery like a demon&#39;s.<br \/>This spell grants you a +1 enhancement bonus to your natural armor for every five caster levels you possess (minimum +1, maximum +4).<br \/>A creature without natural armor has an effective natural armor bonus of +0.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"100 ft.\/level-radius spread","duration":"Instantaneous","saving_throw":"Fortitude partial (plants) or Fortitude negates (other living creatures)","spell_resistance":"Yes","description":"The rotting plant matter melts away in your hand as a wave of sickly green energy washes over the ground, withering plants and weakening all creatures and objects in its wake.\nYou blight and corrupt a vast area of land.\nAny plant creature in the area that has more than 1 Hit Die must succeed on a Fortitude saving throw or die.\nEven with a successful save, it takes 5d6 points of damage.\nLess hardy plants simply shrivel and die, and the ground cannot support such plant life ever again.\nEvery other living creature in the area (other than you) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage.\nEvery unattended object in the area, including structural features such as walls and doors, grows brittle and loses half its hardness (rounded down, to a minimum of 1), then takes 1d6 points of damage, which automatically bypass any remaining hardness.\nOnly a wish or miracle spell will enable normal plants to grow in the area ravaged by a despoil spell.\nDamaged objects can be repaired with mending spells.\nMaterial Component: The fresh or preserved corpse of a living creature.","short_description":"The rotting plant matter melts away in your hand as a wave of sickly green energy washes over the gro...","material_components":"0","name":"Despoil","level":"Cleric 9","full_text":"<div><p><h5>Despoil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (plants) or Fortitude negates (other living creatures)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The rotting plant matter melts away in your hand as a wave of sickly green energy washes over the ground, withering plants and weakening all creatures and objects in its wake.<br \/>You blight and corrupt a vast area of land.<br \/>Any plant creature in the area that has more than 1 Hit Die must succeed on a Fortitude saving throw or die.<br \/>Even with a successful save, it takes 5d6 points of damage.<br \/>Less hardy plants simply shrivel and die, and the ground cannot support such plant life ever again.<br \/>Every other living creature in the area (other than you) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage.<br \/>Every unattended object in the area, including structural features such as walls and doors, grows brittle and loses half its hardness (rounded down, to a minimum of 1), then takes 1d6 points of damage, which automatically bypass any remaining hardness.<br \/>Only a wish or miracle spell will enable normal plants to grow in the area ravaged by a despoil spell.<br \/>Damaged objects can be repaired with mending spells.<br \/>Material Component: The fresh or preserved corpse of a living creature.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, XP","casting_time":"1 standard action","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You infuse the creature touched with raw chaos channeled from the Abyss.\nSomehow it looks more fiendish than before.\nThe subject immediately gains one Abyssal heritor feat for which it qualifies, chosen by you at the time of casting.\nIf the subject does not qualify for the designated feat, the spell fails.\nThis Abyssal heritor feat replaces one feat of the subject's choice that it already possesses.\nThe replaced feat need not have been an Abyssal heritor feat.\nIf the lost feat was a prerequisite for other feats or prestige classes, the subject loses access to those feats or prestige class abilities until it once again meets all the prerequisites.\nOnce the subject has the Abyssal heritor feat, only a miracle,\nshun the dark chaos, or wish spell can reverse the change.\nXP Cost: 250 XP.","short_description":"You infuse the creature touched with raw chaos channeled from the Abyss.","material_components":"0","name":"Embrace the Dark Chaos","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Embrace the Dark Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You infuse the creature touched with raw chaos channeled from the Abyss.<br \/>Somehow it looks more fiendish than before.<br \/>The subject immediately gains one Abyssal heritor feat for which it qualifies, chosen by you at the time of casting.<br \/>If the subject does not qualify for the designated feat, the spell fails.<br \/>This Abyssal heritor feat replaces one feat of the subject&#39;s choice that it already possesses.<br \/>The replaced feat need not have been an Abyssal heritor feat.<br \/>If the lost feat was a prerequisite for other feats or prestige classes, the subject loses access to those feats or prestige class abilities until it once again meets all the prerequisites.<br \/>Once the subject has the Abyssal heritor feat, only a miracle,<br \/>shun the dark chaos, or wish spell can reverse the change.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates; see below","spell_resistance":"Yes","description":"You change the subject's physical appearance to reflect its personality and morality, revealing its true beauty or exposing its revolting ugliness.\nAlthough this spell is particularly effective for rooting out demons that have used magic to assume pleasing forms, it also works well for augmenting good-aligned creatures.\nIf the subject is evil, its body and visage twist and deform, taking on a hideous, bestial appearance.\nIn addition, the subject takes a -4 penalty to Dexterity and Charisma (minimum 0) for the duration of the spell.\nFurthermore, on the round that this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or become nauseated for 1d4 rounds by this sudden revelation of wickedness.\nIf the subject is good, its body and visage grow lovelier and more elegant, taking on an appearance of rapturous beauty and grace.\nIn addition, the subject gains a +4 sacred bonus to Dexterity and Charisma for the duration of the spell.\nFurthermore, in the round when this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or be stunned for 1 round by this sudden revelation of virtue.\nIf the targeted creature is neither good nor evil, the spell has no effect.\nFocus: A handheld mirror worth at least 500 gp.","short_description":"You change the subject's physical appearance to reflect its personality and morality, revealing its t...","material_components":"0","name":"Inner Beauty","level":"Bard 4","full_text":"<div><p><h5>Inner Beauty<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see below<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You change the subject&#39;s physical appearance to reflect its personality and morality, revealing its true beauty or exposing its revolting ugliness.<br \/>Although this spell is particularly effective for rooting out demons that have used magic to assume pleasing forms, it also works well for augmenting good-aligned creatures.<br \/>If the subject is evil, its body and visage twist and deform, taking on a hideous, bestial appearance.<br \/>In addition, the subject takes a -4 penalty to Dexterity and Charisma (minimum 0) for the duration of the spell.<br \/>Furthermore, on the round that this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or become nauseated for 1d4 rounds by this sudden revelation of wickedness.<br \/>If the subject is good, its body and visage grow lovelier and more elegant, taking on an appearance of rapturous beauty and grace.<br \/>In addition, the subject gains a +4 sacred bonus to Dexterity and Charisma for the duration of the spell.<br \/>Furthermore, in the round when this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or be stunned for 1 round by this sudden revelation of virtue.<br \/>If the targeted creature is neither good nor evil, the spell has no effect.<br \/>Focus: A handheld mirror worth at least 500 gp.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One ooze","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You point a crooked finger at the ooze, and it shivers with what could easily he mistaken for anticipation.\nYou telekinetically take control of the targeted ooze if it fails its saving throw.\nOnce control is established, youmust have line of sight to the ooze to manipulate it, but distance is not otherwise a factor unless you and the ooze are on different planes (at which point the spell ends).\nThus, you can manipulate the ooze while scrying upon it, for example.\nYou can force the ooze to move, attack, and otherwise perform as you desire, within the limits of its abilities.\nControlling an ooze's actions for an entire round is a move action for you.\nWhen not directed to move, attack, or undertake any actions by you, the ooze is held immobile by telekinetic forces.\nAlthough most oozes have no minds, they still instinctively resist this telekinetic control.\nThus, if forced to take a self-destructive action, the ooze gains a new Fortitude saving throw to negate the effect of the spell.","short_description":"You point a crooked finger at the ooze, and it shivers with what could easily he mistaken for anticip...","material_components":"0","name":"Oozepuppet","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Oozepuppet<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You point a crooked finger at the ooze, and it shivers with what could easily he mistaken for anticipation.<br \/>You telekinetically take control of the targeted ooze if it fails its saving throw.<br \/>Once control is established, youmust have line of sight to the ooze to manipulate it, but distance is not otherwise a factor unless you and the ooze are on different planes (at which point the spell ends).<br \/>Thus, you can manipulate the ooze while scrying upon it, for example.<br \/>You can force the ooze to move, attack, and otherwise perform as you desire, within the limits of its abilities.<br \/>Controlling an ooze&#39;s actions for an entire round is a move action for you.<br \/>When not directed to move, attack, or undertake any actions by you, the ooze is held immobile by telekinetic forces.<br \/>Although most oozes have no minds, they still instinctively resist this telekinetic control.<br \/>Thus, if forced to take a self-destructive action, the ooze gains a new Fortitude saving throw to negate the effect of the spell.<\/p><\/p>Reference: Fiendish Codex I: Hordes of the Abyss<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 full-round action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius burst, centered on you","duration":"Instantaneous","saving_throw":"Will partial","spell_resistance":"Yes","description":"With a word, your body gives off an explosion of divine energy, scorching the flesh of those creatures despised by good beings.\nAll evil creatures in the area take 20d6 points of damage.\nIn addition, evil outsiders that fail a Will saving throw (DC equal to spell's save DC - creature's HD + your caster level) are instantly transported back to their home planes.","short_description":"With a word, your body gives off an explosion of divine energy, scorching the flesh of those creature...","material_components":"0","name":"Righteous Exile","level":"Cleric 9","full_text":"<div><p><h5>Righteous Exile<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full-round action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a word, your body gives off an explosion of divine energy, scorching the flesh of those creatures despised by good beings.<br \/>All evil creatures in the area take 20d6 points of damage.<br \/>In addition, evil outsiders that fail a Will saving throw (DC equal to spell&#39;s save DC &#8211; creature&#39;s HD + your caster level) are instantly transported back to their home planes.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 hour","range":"Touch","target":"One weapon","effect":"","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"No","description":"The targeted weapon shudders and momentarily emits a moaning chorus, like that of damned souls.\nThis spell places an infernal blessing on the touched weapon for the specified duration.\nUpon casting the spell, you must name or describe a specific creature.\nIf that creature is subsequently reduced to --10 or fewer hit points by a blow from the target weapon before the spell's duration expires, its soul is whisked immediately to the Hall of the Vanquished in Stygia, where it remains forever, or until rescued.\nA weapon can gain the effect of only one bind to Hell spell at a time.\nThe soul manifests as a frozen version of its mortal self.\nWith the utterance of a trigger word chosen by you upon casting, it can be temporarily imbued with motion and the use of its faculties.\nA subsequent utterance of the trigger word freezes the soul again.\nWhile the soul is in the Hall of the Vanquished, life-restoring spells and effects, such as raise dead, reincarnation,\nand resurrection, cannot be used to revive the creature.\nIf the soul form of a nonoutsider is removed from the hall, it transmigrates immediately to its proper afterlife, after which life-restoring effects again become possible.\nSpecial:Only divine casters who worship Levistus can cast this spell.\nIt has no effect for any other caster.","short_description":"The targeted weapon shudders and momentarily emits a moaning chorus, like that of damned souls.","material_components":"0","name":"Bind to Hell","level":"Cleric 5","full_text":"<div><p><h5>Bind to Hell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The targeted weapon shudders and momentarily emits a moaning chorus, like that of damned souls.<br \/>This spell places an infernal blessing on the touched weapon for the specified duration.<br \/>Upon casting the spell, you must name or describe a specific creature.<br \/>If that creature is subsequently reduced to &#8212;10 or fewer hit points by a blow from the target weapon before the spell&#39;s duration expires, its soul is whisked immediately to the Hall of the Vanquished in Stygia, where it remains forever, or until rescued.<br \/>A weapon can gain the effect of only one bind to Hell spell at a time.<br \/>The soul manifests as a frozen version of its mortal self.<br \/>With the utterance of a trigger word chosen by you upon casting, it can be temporarily imbued with motion and the use of its faculties.<br \/>A subsequent utterance of the trigger word freezes the soul again.<br \/>While the soul is in the Hall of the Vanquished, life-restoring spells and effects, such as raise dead, reincarnation,<br \/>and resurrection, cannot be used to revive the creature.<br \/>If the soul form of a nonoutsider is removed from the hall, it transmigrates immediately to its proper afterlife, after which life-restoring effects again become possible.<br \/>Special:Only divine casters who worship Levistus can cast this spell.<br \/>It has no effect for any other caster.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One outsider","effect":"","area":"","duration":"1 min.\/level (D); see text","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You point your finger and pronounce judgment.\nYou instill feelings of shame and guilt in a target outsider, imposing a -4 insight penalty on its attack rolls, saves, and checks.\nEach round on its turn, the subject can attempt a new saving throw to end the effect.\n(This is a full-round action that does not provoke attacks of opportunity).\nOutsiders with the good subtype are immune to denounce.","short_description":"You point your finger and pronounce judgment.","material_components":"0","name":"Denounce","level":"Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Denounce<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You point your finger and pronounce judgment.<br \/>You instill feelings of shame and guilt in a target outsider, imposing a -4 insight penalty on its attack rolls, saves, and checks.<br \/>Each round on its turn, the subject can attempt a new saving throw to end the effect.<br \/>(This is a full-round action that does not provoke attacks of opportunity).<br \/>Outsiders with the good subtype are immune to denounce.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like hellfire,\nexcept it deals 1d8 points of damage per caster level (maximum 10d8) to creatures in the affected area.","short_description":"This spell functions like hellfire,\nexcept it deals 1d8 points of damage per caster level (maximum 10...","material_components":"0","name":"Hellfire Storm","level":"","full_text":"<div><p><h5>Hellfire Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like hellfire,<br \/>except it deals 1d8 points of damage per caster level (maximum 10d8) to creatures in the affected area.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius spread","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Calling upon the raw energies of Baator, you cause hellish fires to fill an area you designate.\nYou create a small explosion of brimstone and fire.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures in the affected area.\nThe damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield),\nand similar magic.","short_description":"Calling upon the raw energies of Baator, you cause hellish fires to fill an area you designate.","material_components":"0","name":"Hellfire","level":"","full_text":"<div><p><h5>Hellfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Calling upon the raw energies of Baator, you cause hellish fires to fill an area you designate.<br \/>You create a small explosion of brimstone and fire.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures in the affected area.<br \/>The damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield),<br \/>and similar magic.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid","effect":"","area":"","duration":"1 round\/level + 3d10 minutes; see text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and collapses.\nIts face and hands blister and drip fluid, and its eyes cloud with blood, rendering it blind.\nYour touch causes your target to experience excruciating pain.\nFor the duration of the spell, the subject falls prone and is blinded and helpless.\nEven when the spell ends, the subject is still shaken for 3d10 minutes.","short_description":"With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and ...","material_components":"0","name":"Wrack","level":"Cleric 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Wrack<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level + 3d10 minutes; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and collapses.<br \/>Its face and hands blister and drip fluid, and its eyes cloud with blood, rendering it blind.<br \/>Your touch causes your target to experience excruciating pain.<br \/>For the duration of the spell, the subject falls prone and is blinded and helpless.<br \/>Even when the spell ends, the subject is still shaken for 3d10 minutes.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"You intone profane words of prayer and run your fingers across your face.\nAs they pass, your features soften, becoming attractive and appealing.\nYou feel a powerful confidence building inside you.\nYou gain a +4 profane bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier.\nIf you have levels in a noncleric spellcasting class that relies on Charisma, this spell does not grant additional bonus spells, though it could increase the save DCs for spells you cast from that class.\nIn addition, for the duration of this spell, your type changes to outsider, making you immune to spells and effects that specifically target humanoids, such as charm person and hold person.","short_description":"You intone profane words of prayer and run your fingers across your face.","material_components":"0","name":"Devil's Ego","level":"","full_text":"<div><p><h5>Devil's Ego<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You intone profane words of prayer and run your fingers across your face.<br \/>As they pass, your features soften, becoming attractive and appealing.<br \/>You feel a powerful confidence building inside you.<br \/>You gain a +4 profane bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier.<br \/>If you have levels in a noncleric spellcasting class that relies on Charisma, this spell does not grant additional bonus spells, though it could increase the save DCs for spells you cast from that class.<br \/>In addition, for the duration of this spell, your type changes to outsider, making you immune to spells and effects that specifically target humanoids, such as charm person and hold person.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"With a few words and a gesture, the darkness melts away, and you can see with perfect clarity.\nYou gain the visual acuity of a devil.\nYou can see in darkness and magical darkness out to 30 feet.","short_description":"With a few words and a gesture, the darkness melts away, and you can see with perfect clarity.","material_components":"0","name":"Devil's Eye","level":"Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Devil's Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>With a few words and a gesture, the darkness melts away, and you can see with perfect clarity.<br \/>You gain the visual acuity of a devil.<br \/>You can see in darkness and magical darkness out to 30 feet.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a flash of red light and a sound like the screams of a thousand suffering souls, you invest the target with infernal energy, drawing power from an amnizu to power the spell.\nYou infuse a target with the intellect-sapping power and slippery mind of an amnizu.\nWhile under the effect of this spell, the target can, each round as a standard action, make a single melee touch attack.\nA touched creature takes 1d4 points of Intelligence damage.\nThe subject of this spell can use this touch attack once per two caster levels.\nThe subject of this spell also becomes immune to any effect that would damage, drain, or otherwise reduce its own Intelligence score.\nIn addition, the subject gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the amnizu).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"With a flash of red light and a sound like the screams of a thousand suffering souls, you invest the ...","material_components":"0","name":"Investiture of the Amnizu","level":"Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Investiture of the Amnizu<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a flash of red light and a sound like the screams of a thousand suffering souls, you invest the target with infernal energy, drawing power from an amnizu to power the spell.<br \/>You infuse a target with the intellect-sapping power and slippery mind of an amnizu.<br \/>While under the effect of this spell, the target can, each round as a standard action, make a single melee touch attack.<br \/>A touched creature takes 1d4 points of Intelligence damage.<br \/>The subject of this spell can use this touch attack once per two caster levels.<br \/>The subject of this spell also becomes immune to any effect that would damage, drain, or otherwise reduce its own Intelligence score.<br \/>In addition, the subject gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the amnizu).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With brisk arcane gestures that glow with a fiery red light, you imbue a target with the might of a barbed devil, causing long thorns to sprout all over its body.\nYou cause the target of this spell to grow a number of long barbs similar to those found on a barbed devil.\nWhile under the effect of the spell, the target does not provoke attacks of opportunity when initiating a grapple.\nIf the subject already has improved grab or the Improved Grapple feat, it instead gains a +4 profane bonus on grapple checks.\nWhenever the subject successfully makes a grapple check to grab a foe, pin a foe, or deal damage, it impales its foe on its barbs, dealing extra damage based on its size.\nThe subject also gains resistance to fire 10.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the barbed devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.\n|_. Size |_. Damage|_.\n| Tiny or smaller | 1d8 | \n| Small | 2d8 | \n| Medium | 3d8 | \n| Large | 4d8 | \n| Huge | 5d8 | \n| Gargantuan | 6d8 | \n| Colossal | 7d8 | ","short_description":"With brisk arcane gestures that glow with a fiery red light, you imbue a target with the might of a b...","material_components":"0","name":"Investiture of the Barbed Devil","level":"Blackguard 4 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Investiture of the Barbed Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With brisk arcane gestures that glow with a fiery red light, you imbue a target with the might of a barbed devil, causing long thorns to sprout all over its body.<br \/>You cause the target of this spell to grow a number of long barbs similar to those found on a barbed devil.<br \/>While under the effect of the spell, the target does not provoke attacks of opportunity when initiating a grapple.<br \/>If the subject already has improved grab or the Improved Grapple feat, it instead gains a +4 profane bonus on grapple checks.<br \/>Whenever the subject successfully makes a grapple check to grab a foe, pin a foe, or deal damage, it impales its foe on its barbs, dealing extra damage based on its size.<br \/>The subject also gains resistance to fire 10.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the barbed devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.\n\t<table>\n\t\t<tr>\n\t\t\t<th>Size <\/th>\n\t\t\t<th>Damage<\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tiny or smaller <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Small <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Medium <\/td>\n\t\t\t<td> 3d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large <\/td>\n\t\t\t<td> 4d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Huge <\/td>\n\t\t\t<td> 5d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gargantuan <\/td>\n\t\t\t<td> 6d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Colossal <\/td>\n\t\t\t<td> 7d8 <\/td>\n\t\t<\/tr>\n\t<\/table><\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a rush of sinister green light, you invest the target with infernal energy, drawing power from a bearded devil to fuel the spell.\nYou cause the target to grow a long, ropy mass of callused tissue from its chin that vaguely resembles a beard.\nThis beard flails about as though it were alive.\nIf the subject successfully hits an adjacent opponent with at least one melee attack in a round, it also automatically hits with its beard, dealing an extra 2d8 points of damage.\nThe subject also gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the bearded devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the target of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"With a rush of sinister green light, you invest the target with infernal energy, drawing power from a...","material_components":"0","name":"Investiture of the Bearded Devil","level":"Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Investiture of the Bearded Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a rush of sinister green light, you invest the target with infernal energy, drawing power from a bearded devil to fuel the spell.<br \/>You cause the target to grow a long, ropy mass of callused tissue from its chin that vaguely resembles a beard.<br \/>This beard flails about as though it were alive.<br \/>If the subject successfully hits an adjacent opponent with at least one melee attack in a round, it also automatically hits with its beard, dealing an extra 2d8 points of damage.<br \/>The subject also gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the bearded devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the target of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a rush of red light and the faint clanking of many chains, you invest the target with the power of a chain devil.\nWhile under the effect of this spell, the target is infused with the magical energies and malignant will of a chain devil.\nWhile the spell is in effect, the subject's reach increases by 5 feet, and the subject's maximum number of attacks of opportunity made each round increases by one.\nIn addition, the subject gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"With a rush of red light and the faint clanking of many chains, you invest the target with the power ...","material_components":"0","name":"Investiture of the Chain Devil","level":"Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Investiture of the Chain Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a rush of red light and the faint clanking of many chains, you invest the target with the power of a chain devil.<br \/>While under the effect of this spell, the target is infused with the magical energies and malignant will of a chain devil.<br \/>While the spell is in effect, the subject&#39;s reach increases by 5 feet, and the subject&#39;s maximum number of attacks of opportunity made each round increases by one.<br \/>In addition, the subject gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"With the sound of flapping wings, you grant the target the power of an erinyes.\nThe target gains the sinister allure of an erinyes.\nWhile the spell is in effect, the subject can beckon a creature it can see clearly, forcing it to approach unless the creature succeeds on a Will save against the spell's save DC.\nOn a failed save, the creature can do nothing on its next action except to attempt to move closer to the subject of investiture of the erinyes.\nThe beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff.\nHowever, it will move normally through squares threatened by other creatures.\nThis is a mind-affecting compulsion effect.\nOnce the beckoned creature enters an adjacent square, or if it was already in an adjacent square, it takes no further action that round.\nThe subject of this spell can use this effect once per three caster levels.\nIn addition, the subject gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the erinyes).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"With the sound of flapping wings, you grant the target the power of an erinyes.","material_components":"0","name":"Investiture of the Erinyes","level":"Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Investiture of the Erinyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With the sound of flapping wings, you grant the target the power of an erinyes.<br \/>The target gains the sinister allure of an erinyes.<br \/>While the spell is in effect, the subject can beckon a creature it can see clearly, forcing it to approach unless the creature succeeds on a Will save against the spell&#39;s save DC.<br \/>On a failed save, the creature can do nothing on its next action except to attempt to move closer to the subject of investiture of the erinyes.<br \/>The beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff.<br \/>However, it will move normally through squares threatened by other creatures.<br \/>This is a mind-affecting compulsion effect.<br \/>Once the beckoned creature enters an adjacent square, or if it was already in an adjacent square, it takes no further action that round.<br \/>The subject of this spell can use this effect once per three caster levels.<br \/>In addition, the subject gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the erinyes).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A deep chuckle sounds as you complete the incantation, and motes of violet light surround the target, imbuing it with infernal energy drawn from a harvester devil.\nThe target of this spell deals horrific, lingering wounds with its melee attacks.\nIf it successfully strikes an opponent with a melee attack, it causes an infernal wound that deals an extra 1d6 points of damage each round until the creature dies, or until the struck creature is the recipient of a DC 20 Heal check, a cure spell, or a heal spell.\nA creature can be affected by the lingering damage of only one such infernal wound at a time.\nIn addition, the subject gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the harvester devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"A deep chuckle sounds as you complete the incantation, and motes of violet light surround the target,...","material_components":"0","name":"Investiture of the Harvester Devil","level":"Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Investiture of the Harvester Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A deep chuckle sounds as you complete the incantation, and motes of violet light surround the target, imbuing it with infernal energy drawn from a harvester devil.<br \/>The target of this spell deals horrific, lingering wounds with its melee attacks.<br \/>If it successfully strikes an opponent with a melee attack, it causes an infernal wound that deals an extra 1d6 points of damage each round until the creature dies, or until the struck creature is the recipient of a DC 20 Heal check, a cure spell, or a heal spell.<br \/>A creature can be affected by the lingering damage of only one such infernal wound at a time.<br \/>In addition, the subject gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the harvester devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"Upon the casting of this spell, the target's flesh transforms, assuming a dull metallic hue.\nIts eyes erupt with unholy flame, and when it opens its mouth, you see the fires of Hell roiling within.\nA creature affected by investiture of the hellfire engine gains all the benefits described under the iron body spell (PH 245), except that its flesh transforms into living cold iron.\nIts unarmed natural attacks count as cold iron for the purpose of overcoming damage reduction.\nIn addition, the subject can breathe a 30-foot cone of hellfire that deals 8d10 points damage.\nThis damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield),\nand similar magic.\nAll creatures in the area are entitled to a Reflex save against the spell's DC for half damage.\nThe subject must wait 1d4 rounds between each use of this breath weapon.\nThe subject also gains resistance to fire 20.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"Upon the casting of this spell, the target's flesh transforms, assuming a dull metallic hue.","material_components":"0","name":"Investiture of the Hellfire Engine","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Investiture of the Hellfire Engine<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Upon the casting of this spell, the target&#39;s flesh transforms, assuming a dull metallic hue.<br \/>Its eyes erupt with unholy flame, and when it opens its mouth, you see the fires of Hell roiling within.<br \/>A creature affected by investiture of the hellfire engine gains all the benefits described under the iron body spell (PH 245), except that its flesh transforms into living cold iron.<br \/>Its unarmed natural attacks count as cold iron for the purpose of overcoming damage reduction.<br \/>In addition, the subject can breathe a 30-foot cone of hellfire that deals 8d10 points damage.<br \/>This damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield),<br \/>and similar magic.<br \/>All creatures in the area are entitled to a Reflex save against the spell&#39;s DC for half damage.<br \/>The subject must wait 1d4 rounds between each use of this breath weapon.<br \/>The subject also gains resistance to fire 20.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"With a flash of red light, you invest the target with infernal energy, drawing power from a horned devil to fuel the spell.\nThis spell infuses a creature with the terrible essence of a horned devil.\nWhenever the subject successfully strikes another living creature with the first melee attack that it makes in a round, the struck creature must succeed on a Will save against the spell's DC or be stunned for 1 round.\nIn addition, the subject gains resistance to fire 10.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the horned devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"With a flash of red light, you invest the target with infernal energy, drawing power from a horned de...","material_components":"0","name":"Investiture of the Horned Devil","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Investiture of the Horned Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a flash of red light, you invest the target with infernal energy, drawing power from a horned devil to fuel the spell.<br \/>This spell infuses a creature with the terrible essence of a horned devil.<br \/>Whenever the subject successfully strikes another living creature with the first melee attack that it makes in a round, the struck creature must succeed on a Will save against the spell&#39;s DC or be stunned for 1 round.<br \/>In addition, the subject gains resistance to fire 10.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the horned devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"Malevolent blue light suffuses the target as the temperature nearby drops ominously.\nYou infuse a creature with the savage brutality and cold cunning of an ice devil.\nWhile under the effect of this spell, whenever the subject hits a living creature with a melee attack, that creature must succeed on a Will save against the spell's DC or be slowed for 3 rounds.\nThe subject also deals an extra 1d6 points of cold damage with each successful melee attack that it makes with a weapon or natural weapon.\nIn addition, the subject gains resistance to cold and fire 10.\nThe resistance to fire stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the ice devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"Malevolent blue light suffuses the target as the temperature nearby drops ominously.","material_components":"0","name":"Investiture of the Ice Devil","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Investiture of the Ice Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Malevolent blue light suffuses the target as the temperature nearby drops ominously.<br \/>You infuse a creature with the savage brutality and cold cunning of an ice devil.<br \/>While under the effect of this spell, whenever the subject hits a living creature with a melee attack, that creature must succeed on a Will save against the spell&#39;s DC or be slowed for 3 rounds.<br \/>The subject also deals an extra 1d6 points of cold damage with each successful melee attack that it makes with a weapon or natural weapon.<br \/>In addition, the subject gains resistance to cold and fire 10.<br \/>The resistance to fire stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the ice devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A fearsome roar splits the air when you conclude the arcane words that invest the target with hellish power drawn from a malebranche.\nYou infuse a creature with the raw power of the mighty malebranche, causing it to grow twisted horns of blackened bone from of its brow.\nWhile under the effect of this spell, the subject deals extra damage whenever it successfully hits with a charge attack, depending on its size.\nIn addition, the subject gains resistance to fire 10.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the malebranche).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"A fearsome roar splits the air when you conclude the arcane words that invest the target with hellish...","material_components":"0","name":"Investiture of the Malebranche","level":"Blackguard 4 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Investiture of the Malebranche<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A fearsome roar splits the air when you conclude the arcane words that invest the target with hellish power drawn from a malebranche.<br \/>You infuse a creature with the raw power of the mighty malebranche, causing it to grow twisted horns of blackened bone from of its brow.<br \/>While under the effect of this spell, the subject deals extra damage whenever it successfully hits with a charge attack, depending on its size.<br \/>In addition, the subject gains resistance to fire 10.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the malebranche).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"A moan precedes the transformation that results when you imbue the target with the baleful power of a narzugon.\nYou bind the dread essence of a narzugon to a target creature, filling it with the misery and horror that defines the devil's existence.\nThe subject of this spell can use a baleful gaze as a standard action.\nThe gaze affects a single creature within 20 feet.\nThat creature must succeed on a Will save against the spell's save DC or be immobilized for 1 round as if affected by a hold monster spell.\nBaatezu are immune to this gaze attack.\nOnce a creature has successfully resisted this effect, it cannot be affected by this gaze from the same creature for 24 hours.\nThe subject also gains resistance to fire 10.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the narzugon).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"A moan precedes the transformation that results when you imbue the target with the baleful power of a...","material_components":"0","name":"Investiture of the Narzugon","level":"Blackguard 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Investiture of the Narzugon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A moan precedes the transformation that results when you imbue the target with the baleful power of a narzugon.<br \/>You bind the dread essence of a narzugon to a target creature, filling it with the misery and horror that defines the devil&#39;s existence.<br \/>The subject of this spell can use a baleful gaze as a standard action.<br \/>The gaze affects a single creature within 20 feet.<br \/>That creature must succeed on a Will save against the spell&#39;s save DC or be immobilized for 1 round as if affected by a hold monster spell.<br \/>Baatezu are immune to this gaze attack.<br \/>Once a creature has successfully resisted this effect, it cannot be affected by this gaze from the same creature for 24 hours.<br \/>The subject also gains resistance to fire 10.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the narzugon).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A dull humming noise sounds briefly, and the air crackles with the terrible power of an orthon.\nWhile under the effect of this spell, a creature is infused with the disruptive power of an orthon.\nAs an immediate action, the subject of this spell can erect a 20-foot-radius field that disrupts teleportation spells or effects.\nAll creatures in the area are prevented from using any spell, spell-like ability, or supernatural ability that provides such movement, as if they were in the area of a dimensional lock spell.\nEach use of this field lasts 1 round.\nIn addition, the subject of the spell gains the benefit of a sonic shield for as long as the spell remains in effect.\nThis shield functions like the fire shield spell, except that it deals sonic damage instead of cold or fire, and the subject takes half damage from acid-based attacks.\nIf exposed to an acid attack that allows a Reflex save for half damage, the subject takes no damage on a successful save.\nThe subject gains resistance to fire 10.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the orthon).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"A dull humming noise sounds briefly, and the air crackles with the terrible power of an orthon.","material_components":"0","name":"Investiture of the Orthon","level":"Blackguard 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Investiture of the Orthon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A dull humming noise sounds briefly, and the air crackles with the terrible power of an orthon.<br \/>While under the effect of this spell, a creature is infused with the disruptive power of an orthon.<br \/>As an immediate action, the subject of this spell can erect a 20-foot-radius field that disrupts teleportation spells or effects.<br \/>All creatures in the area are prevented from using any spell, spell-like ability, or supernatural ability that provides such movement, as if they were in the area of a dimensional lock spell.<br \/>Each use of this field lasts 1 round.<br \/>In addition, the subject of the spell gains the benefit of a sonic shield for as long as the spell remains in effect.<br \/>This shield functions like the fire shield spell, except that it deals sonic damage instead of cold or fire, and the subject takes half damage from acid-based attacks.<br \/>If exposed to an acid attack that allows a Reflex save for half damage, the subject takes no damage on a successful save.<br \/>The subject gains resistance to fire 10.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the orthon).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"The air shatters with a shriek of sorrow, and a flash of flame briefly limns the target of this spell as she receives a portion of the might of a pit fiend.\nYou infuse a creature with the terrifying power of a pit fiend.\nThe spell causes the subject's mouth to expand to accommodate new dripping fangs.\nTo add to this devilish effect, a pair of red leathery wings tears free from the flesh of the subject's back, granting it a fly speed of 60 feet with average maneuverability.\nThe subject of the spell gains these benefits regardless of his aspect choice (see below).\nThe power granted to the subject by investiture of the pit fiend can manifest in one of three ways.\nAt the beginning of each round, the invested creature chooses which aspect of the spell will be in place.\nAspect of Tyranny: The invested creature's hands lengthen to horrific claws, and the creature gains powerful melee attacks.\nWhile the aspect of tyranny is in effect, the invested creature can attack with both its claws and wings.\nEach attack deals base damage of 2d6 points.\nThe claws are treated as primary melee attacks with a natural weapon, and the wing attacks are treated as secondary attacks with a natural weapon.\nWhen making attacks with these claws and wings, the invested creature has a base attack bonus equal to its character level (or Hit Dice, if the invested creature has a level adjustment).\nWhen taking a full attack action and using only the natural weapons granted by the aspect of tyranny, the secondary attacks are made with only a -2 penalty rather than the normal -5.\nBecause these are natural attacks, the invested creature cannot make multiple attacks because of a high base attack bonus.\nAspect of Pestilence:When the invested creature chooses to manifest the aspect of pestilence, it can, as a standard action, release a cloud of disease-ridden air.\nCreatures within 10 feet of the subject when it generates this effect must succeed on a Fortitude saving throw against the spell's DC or take 2 points of Strength damage.\nAspect of Terror:When the invested creature chooses to manifest the aspect of terror, it can, as a standard action, release a powerful wave of fear.\nCreatures within 10 feet of the subject when it generates this effect must succeed on a Will saving throw against the spell's DC or become frightened for 2 rounds.\nThis wave of fear is a mind-affecting fear effect.\nThe subject gains immunity to poison and resistance to fire 20.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the pit fiend).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"The air shatters with a shriek of sorrow, and a flash of flame briefly limns the target of this spell...","material_components":"0","name":"Investiture of the Pit Fiend","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Investiture of the Pit Fiend<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The air shatters with a shriek of sorrow, and a flash of flame briefly limns the target of this spell as she receives a portion of the might of a pit fiend.<br \/>You infuse a creature with the terrifying power of a pit fiend.<br \/>The spell causes the subject&#39;s mouth to expand to accommodate new dripping fangs.<br \/>To add to this devilish effect, a pair of red leathery wings tears free from the flesh of the subject&#39;s back, granting it a fly speed of 60 feet with average maneuverability.<br \/>The subject of the spell gains these benefits regardless of his aspect choice (see below).<br \/>The power granted to the subject by investiture of the pit fiend can manifest in one of three ways.<br \/>At the beginning of each round, the invested creature chooses which aspect of the spell will be in place.<br \/>Aspect of Tyranny: The invested creature&#39;s hands lengthen to horrific claws, and the creature gains powerful melee attacks.<br \/>While the aspect of tyranny is in effect, the invested creature can attack with both its claws and wings.<br \/>Each attack deals base damage of 2d6 points.<br \/>The claws are treated as primary melee attacks with a natural weapon, and the wing attacks are treated as secondary attacks with a natural weapon.<br \/>When making attacks with these claws and wings, the invested creature has a base attack bonus equal to its character level (or Hit Dice, if the invested creature has a level adjustment).<br \/>When taking a full attack action and using only the natural weapons granted by the aspect of tyranny, the secondary attacks are made with only a -2 penalty rather than the normal -5.<br \/>Because these are natural attacks, the invested creature cannot make multiple attacks because of a high base attack bonus.<br \/>Aspect of Pestilence:When the invested creature chooses to manifest the aspect of pestilence, it can, as a standard action, release a cloud of disease-ridden air.<br \/>Creatures within 10 feet of the subject when it generates this effect must succeed on a Fortitude saving throw against the spell&#39;s DC or take 2 points of Strength damage.<br \/>Aspect of Terror:When the invested creature chooses to manifest the aspect of terror, it can, as a standard action, release a powerful wave of fear.<br \/>Creatures within 10 feet of the subject when it generates this effect must succeed on a Will saving throw against the spell&#39;s DC or become frightened for 2 rounds.<br \/>This wave of fear is a mind-affecting fear effect.<br \/>The subject gains immunity to poison and resistance to fire 20.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the pit fiend).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The air stinks of sulfur and brimstone as you use the essence of a spinagon to imbue a creature with the power of Baator.\nYou cause a creature to suddenly bristle with spines.\nThe subject can snap its body forward to unleash a volley of up to three spines as a standard action (make a separate attack roll for each spine).\nThe spines each deal 1d6 points of damage plus the subject's Strength modifier.\nThis attack has a range of 60 feet with no range increment.\nThe spines can be directed against different targets if desired, but all targets must be within 30 feet of one another.\nThe subject can launch up to fifteen spines per casting of this spell.\nIn addition, the subject gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the spined devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"The air stinks of sulfur and brimstone as you use the essence of a spinagon to imbue a creature with ...","material_components":"0","name":"Investiture of the Spined Devil","level":"Blackguard 1 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Investiture of the Spined Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The air stinks of sulfur and brimstone as you use the essence of a spinagon to imbue a creature with the power of Baator.<br \/>You cause a creature to suddenly bristle with spines.<br \/>The subject can snap its body forward to unleash a volley of up to three spines as a standard action (make a separate attack roll for each spine).<br \/>The spines each deal 1d6 points of damage plus the subject&#39;s Strength modifier.<br \/>This attack has a range of 60 feet with no range increment.<br \/>The spines can be directed against different targets if desired, but all targets must be within 30 feet of one another.<br \/>The subject can launch up to fifteen spines per casting of this spell.<br \/>In addition, the subject gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the spined devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/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 living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With the sound of low chanting, you invest the target with the power of a steel devil.\nWhile under the effect of this spell, the target is infused with the magical energy and deadly skill of a steel devil.\nWhile the spell is in effect, the target gains a +3 profane bonus on attack rolls and to Armor Class.\nThis bonus increases by 1 for every adjacent creature that is also under the effect of an investiture of the steel devil spell.\nIn addition, the subject gains resistance to fire 5.\nThis resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the steel devil).\nWhile this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.\nAfter the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.\nMaterial Component: A fist-sized chunk of brimstone.","short_description":"With the sound of low chanting, you invest the target with the power of a steel devil.","material_components":"0","name":"Investiture of the Steel Devil","level":"Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Investiture of the Steel Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With the sound of low chanting, you invest the target with the power of a steel devil.<br \/>While under the effect of this spell, the target is infused with the magical energy and deadly skill of a steel devil.<br \/>While the spell is in effect, the target gains a +3 profane bonus on attack rolls and to Armor Class.<br \/>This bonus increases by 1 for every adjacent creature that is also under the effect of an investiture of the steel devil spell.<br \/>In addition, the subject gains resistance to fire 5.<br \/>This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the steel devil).<br \/>While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.<br \/>After the spell&#39;s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.<br \/>Material Component: A fist-sized chunk of brimstone.<\/p><\/p>Reference: Fiendish Codex II: Tyrants of the Nine Hells<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The spell envelops the warded creature in a shroud of flickering shadows.\nThe shroud can, if the caster desires, conceal the wearer's features.\nIn any case, it grants the subject a + 3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8).\nThe subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet.\nFinally, the subject gains a +2 saving throw bonus against any holy, good, or light spells or effects.\nUndead creatures that are subjects of armor of darkness also gain +4 turn resistance.","short_description":"The spell envelops the warded creature in a shroud of flickering shadows.","material_components":"0","name":"Armor of Darkness","level":"","full_text":"<div><p><h5>Armor of Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The spell envelops the warded creature in a shroud of flickering shadows.<br \/>The shroud can, if the caster desires, conceal the wearer&#39;s features.<br \/>In any case, it grants the subject a + 3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8).<br \/>The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet.<br \/>Finally, the subject gains a +2 saving throw bonus against any holy, good, or light spells or effects.<br \/>Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Cloak of dark power creates a dusky haze around the subject.\nThe haze does not interfere with vision, but the subject and anything she wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world.\nA drow subject suffers no blindness or bright light combat penalties while under the effects of a cloak of dark power.\nThe subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.","short_description":"Cloak of dark power creates a dusky haze around the subject.","material_components":"0","name":"Cloak of Dark Power","level":"","full_text":"<div><p><h5>Cloak of Dark Power<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Cloak of dark power creates a dusky haze around the subject.<br \/>The haze does not interfere with vision, but the subject and anything she wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world.<br \/>A drow subject suffers no blindness or bright light combat penalties while under the effects of a cloak of dark power.<br \/>The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One gate or portal","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"You permanently seal a gate or portal.\nGate seal prevents any activation of the gate or portal, though the seal may be negated by a successful dispel magic cast upon the spell.\nA knock spell does not function on the gate seal, but a chime of opening dispels the spell.\nMaterial Component: A silver bar worth 50 gp.","short_description":"You permanently seal a gate or portal.","material_components":"0","name":"Gate Seal","level":"Bard 6 \/ Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Gate Seal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You permanently seal a gate or portal.<br \/>Gate seal prevents any activation of the gate or portal, though the seal may be negated by a successful dispel magic cast upon the spell.<br \/>A knock spell does not function on the gate seal, but a chime of opening dispels the spell.<br \/>Material Component: A silver bar worth 50 gp.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You or a creature you touch becomes immune to nonmagical metal.\nMetal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars.\nMagic metal affects you normally, as do spells, spell-like abilities, and supernatural effects.\nAttacks delivered by metal items (such as poison on a dagger) affect you normally.\nIf the spell expires while metal is inside you, the metal object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars).\nYou and the object each take 1d6 points of damage as a result (ignoring the object's hardness for determining damage to it).\nBecause you pass through metal, you may ignore armor bonuses from metal armor on opponents you attack with unarmed attacks.\nMaterial Component: A tiny shield of wood, glass, or crystal.","short_description":"You or a creature you touch becomes immune to nonmagical metal.","material_components":"0","name":"Ironguard, Lesser","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Ironguard, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You or a creature you touch becomes immune to nonmagical metal.<br \/>Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars.<br \/>Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects.<br \/>Attacks delivered by metal items (such as poison on a dagger) affect you normally.<br \/>If the spell expires while metal is inside you, the metal object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars).<br \/>You and the object each take 1d6 points of damage as a result (ignoring the object&#39;s hardness for determining damage to it).<br \/>Because you pass through metal, you may ignore armor bonuses from metal armor on opponents you attack with unarmed attacks.<br \/>Material Component: A tiny shield of wood, glass, or crystal.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, AF","casting_time":"10 minutes","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 day","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"Create magic tattoo creates a single magic tattoo. The caster determines the exact type of tattoo, though the selection of possible tattoos is limited by caster level. The caster of _create magic tattoo_ must have a modicum of artistic talent to sketch the desired tattoo--at least one rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a Craft check. The DC varies with the kind of tattoo, as noted below.\n\nA caster of 3rd to 6th level can inscribe the following tattoos (DC 10): \n* +2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).\n* +1 luck bonus on attack rolls.\n* +1 deflection bonus to AC.\nA caster of 7th to 12th levels can inscribe the lower-level tattoos, plus the following (DC 15):\n* +2 resistance bonus on all saving throws.\n* +2 competence bonus on attack rolls.\n* The ability to recall one cast 0-level, 1st-level, or 2nd-level spell (just as though the subject were using a pearl of power). The caster chooses the spell level.\nA caster of 13th level or higher can inscribe all of the above tattoos plus the following (DC 20):\n* Spell resistance of 10 + 1 per six caster levels.\n* +2 enhancement bonus to any one ability score.\n* +1 level of casting ability. This increases the subject's effective level, but not the total number of spells. An 11th-level caster raised in casting ability in this manner casts spells as a 12th-level caster in terms of range, area, effect, and so on, but this tattoo does not provide any extra spells.\n\nA single creature can have only three magic tattoos at a time. Once a creature has three magic tattoos operating, any additional magic tattoos fail. \n\nA successful _erase_ spell removes a single magic tattoo. A successful _dispel magic_ spell can remove multiple magic tattoos if targeted on the creature bearing the tattoos (see the _dispel magic_ spell in the Player's Handbook).\n\nMaterial Components: Tattoo inks in appropriate colors.\n\nFocus: Tattoo needles.","short_description":"Create magic tattoo creates a single magic tattoo.","material_components":"0","name":"Create Magic Tattoo","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Create Magic Tattoo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Create magic tattoo creates a single magic tattoo. The caster determines the exact type of tattoo, though the selection of possible tattoos is limited by caster level. The caster of <em>create magic tattoo<\/em> must have a modicum of artistic talent to sketch the desired tattoo&#8212;at least one rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a Craft check. The DC varies with the kind of tattoo, as noted below.<\/p>\n\n\t<p>A caster of 3rd to 6th level can inscribe the following tattoos (DC 10): \n\t<ul>\n\t\t<li>+2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).<\/li>\n\t\t<li>+1 luck bonus on attack rolls.<\/li>\n\t\t<li>+1 deflection bonus to AC.<\/li>\n\t<\/ul><br \/>A caster of 7th to 12th levels can inscribe the lower-level tattoos, plus the following (DC 15):\n\t<ul>\n\t\t<li>+2 resistance bonus on all saving throws.<\/li>\n\t\t<li>+2 competence bonus on attack rolls.<\/li>\n\t\t<li>The ability to recall one cast 0-level, 1st-level, or 2nd-level spell (just as though the subject were using a pearl of power). The caster chooses the spell level.<\/li>\n\t<\/ul><br \/>A caster of 13th level or higher can inscribe all of the above tattoos plus the following (DC 20):\n\t<ul>\n\t\t<li>Spell resistance of 10 + 1 per six caster levels.<\/li>\n\t\t<li>+2 enhancement bonus to any one ability score.<\/li>\n\t\t<li>+1 level of casting ability. This increases the subject&#39;s effective level, but not the total number of spells. An 11th-level caster raised in casting ability in this manner casts spells as a 12th-level caster in terms of range, area, effect, and so on, but this tattoo does not provide any extra spells.<\/li>\n\t<\/ul><\/p>\n\n\t<p>A single creature can have only three magic tattoos at a time. Once a creature has three magic tattoos operating, any additional magic tattoos fail. <\/p>\n\n\t<p>A successful <em>erase<\/em> spell removes a single magic tattoo. A successful <em>dispel magic<\/em> spell can remove multiple magic tattoos if targeted on the creature bearing the tattoos (see the <em>dispel magic<\/em> spell in the Player&#39;s Handbook).<\/p>\n\n\t<p>Material Components: Tattoo inks in appropriate colors.<\/p>\n\n\t<p>Focus: Tattoo needles.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action\/bomb","range":"Touch","target":"Up to 5 touched gems worth at least 1 gp each","effect":"","area":"","duration":"10 minutes\/level or until used","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"You turn up to five gems into bombs you (and only you) can lob at enemies.\nYou must hold the gems in your hand when casting the spell.\nTogether, the bombs are capable of dealing 1d8 points of force damage per two caster levels (maximum of 5d8), divided up among the gems as you wish.\nA 10th-level cleric could create one 5d8 bomb, a 3d8 and 2d8 bomb, five 1d8 bombs, or any combination of five dice of damage and up to five gems.\nYou can toss the bombs up to 100 feet with a range increment of 20 feet.\nA ranged touch attack roll is required to strike the intended target.\nA creature struck can attempt a Reflex save for half damage.\nTossing a gembomb counts as an attack for you, so you usually cannot toss one during the turn that you cast the spell.\nYou can only toss one bomb at a time, but you can toss more than one each round if you have multiple attacks.\nMaterial Components:Up to five gems worth at least 1 gp each","short_description":"You turn up to five gems into bombs you (and only you) can lob at enemies.","material_components":"0","name":"Gembomb","level":"","full_text":"<div><p><h5>Gembomb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action\/bomb<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until used<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You turn up to five gems into bombs you (and only you) can lob at enemies.<br \/>You must hold the gems in your hand when casting the spell.<br \/>Together, the bombs are capable of dealing 1d8 points of force damage per two caster levels (maximum of 5d8), divided up among the gems as you wish.<br \/>A 10th-level cleric could create one 5d8 bomb, a 3d8 and 2d8 bomb, five 1d8 bombs, or any combination of five dice of damage and up to five gems.<br \/>You can toss the bombs up to 100 feet with a range increment of 20 feet.<br \/>A ranged touch attack roll is required to strike the intended target.<br \/>A creature struck can attempt a Reflex save for half damage.<br \/>Tossing a gembomb counts as an attack for you, so you usually cannot toss one during the turn that you cast the spell.<br \/>You can only toss one bomb at a time, but you can toss more than one each round if you have multiple attacks.<br \/>Material Components:Up to five gems worth at least 1 gp each<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"A whirlpool 120 ft. wide and 60 ft. deep","area":"","duration":"1 round\/level","saving_throw":"Reflex negates (and see text)","spell_resistance":"No","description":"Maelstrom causes a deadly vortex to form in water.\nA body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted.\nWaterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in.\nTrained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus.\nWaterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw.\nThese creatures take 3d8 points of damage upon being sucked in.\nOnce inside, creatures and objects take 3d8 points of battering damage each round.\nThey remain trapped for 2d4 rounds.\nSubjects of Large or smaller size are ejected from the bottom of the vortex.\nLarger subjects are ejected from the top.","short_description":"Maelstrom causes a deadly vortex to form in water.","material_components":"0","name":"Maelstrom","level":"","full_text":"<div><p><h5>Maelstrom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A whirlpool 120 ft. wide and 60 ft. deep<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates (and see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Maelstrom causes a deadly vortex to form in water.<br \/>A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted.<br \/>Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in.<br \/>Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus.<br \/>Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell&#39;s saving throw.<br \/>These creatures take 3d8 points of damage upon being sucked in.<br \/>Once inside, creatures and objects take 3d8 points of battering damage each round.<br \/>They remain trapped for 2d4 rounds.<br \/>Subjects of Large or smaller size are ejected from the bottom of the vortex.<br \/>Larger subjects are ejected from the top.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"A cylinder 10 ft. wide and 80 ft. tall","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"Waterspout causes water to rise up into a whirling, cylindrical column.\nA body of water at least 10 feet wide and 20 feet deep must be present, or the spell is wasted.\nIf the waterspout encounters insufficient depth after it has formed, it collapses.\nThe waterspout moves at a speed of 30 feet and must remain over water.\nYou can concentrate on controlling the waterspout's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like.\nDirecting the waterspout's movement or changing its programmed movement is a standard action for you.\nThe waterspout always moves during your turn in the initiative order.\nIf the waterspout exceeds the spell's range, it collapses and the spell ends.\nThe waterspout batters creatures and objects it touches, and it often sucks them up.\nAny creature or object that comes in contact with the waterspout must succeed at a Reflex save or take 3d8 points of damage.\nMedium-size or smaller creatures who fail their save are sucked into the spout and held suspended in its powerful currents, taking 2d6 points of damage each round with no save allowed.\nTrapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking falling damage) 1d8x5 feet from the base of the waterspout.\nWaterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium-size or smaller.\nAnything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.\nOnly the smallest canoes, kayaks, or coracles can be sucked into the spout.\nThe occupant of any such craft may make a Profession (sailor) check instead of a Reflex save (his choice) to avoid being sucked up.","short_description":"Waterspout causes water to rise up into a whirling, cylindrical column.","material_components":"0","name":"Waterspout","level":"","full_text":"<div><p><h5>Waterspout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A cylinder 10 ft. wide and 80 ft. tall<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Waterspout causes water to rise up into a whirling, cylindrical column.<br \/>A body of water at least 10 feet wide and 20 feet deep must be present, or the spell is wasted.<br \/>If the waterspout encounters insufficient depth after it has formed, it collapses.<br \/>The waterspout moves at a speed of 30 feet and must remain over water.<br \/>You can concentrate on controlling the waterspout&#39;s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like.<br \/>Directing the waterspout&#39;s movement or changing its programmed movement is a standard action for you.<br \/>The waterspout always moves during your turn in the initiative order.<br \/>If the waterspout exceeds the spell&#39;s range, it collapses and the spell ends.<br \/>The waterspout batters creatures and objects it touches, and it often sucks them up.<br \/>Any creature or object that comes in contact with the waterspout must succeed at a Reflex save or take 3d8 points of damage.<br \/>Medium-size or smaller creatures who fail their save are sucked into the spout and held suspended in its powerful currents, taking 2d6 points of damage each round with no save allowed.<br \/>Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking falling damage) 1d8&#215;5 feet from the base of the waterspout.<br \/>Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium-size or smaller.<br \/>Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.<br \/>Only the smallest canoes, kayaks, or coracles can be sucked into the spout.<br \/>The occupant of any such craft may make a Profession (sailor) check instead of a Reflex save (his choice) to avoid being sucked up.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"60 ft.","target":"","effect":"","area":"A quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"You can tell if an area contains a magic portals.\nIf you study an area for 1 round, you know the sizes and locations of any portals in the area.\nOnce you find a portal, you can study it.\n(If you find more than one portal, you can only study one at a time).\nEach round you study a portal, you can discover one property of the portal, in this order: any key or command word needed to activate the portal, any special circumstances governing the portal's use (such as specific times when the portal can be activated), whether the portal is one-way or two-way, any of the usual properties listed in the Building a Portal section earlier in this chapter, and finally, a glimpse of the area where the portal leads.\nYou can look at the area where the portal leads for 1 round.\nAnalyze portal does not allow other divination spells to extend through the portal.\nFor example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.\nFor each property, you make a caster level check (1d20 + caster level) against DC 17.\nIf fail, you can try again the next round.\nAnalyze portal has only a limited ability to reveal unusual properties of portals, as follows:\n* Random Portals: The spell reveals only that the portal is random, and whether it can be activated now.\nIt does not reveal when the portal starts or stops functioning.\n* Variable Portals: The spell reveals only that the portal is variable.\nIf the caster studies the portal's destination, the spell reveals only the destination to which the portal is currently set.\n* Creature Only Portals: The spell reveals this property.\nIf the caster studies the portal's destination, the spell reveals where the portal sends creatures.\nIf it is the type of portal that sends creatures one place and their equipment another place, the spell does not reveal where the equipment goes.\n* Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.\nArcane Material Components: A crystal lens and a small mirror.","short_description":"You can tell if an area contains a magic portals.","material_components":"0","name":"Analyze Portal","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Analyze Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can tell if an area contains a magic portals.<br \/>If you study an area for 1 round, you know the sizes and locations of any portals in the area.<br \/>Once you find a portal, you can study it.<br \/>(If you find more than one portal, you can only study one at a time).<br \/>Each round you study a portal, you can discover one property of the portal, in this order: any key or command word needed to activate the portal, any special circumstances governing the portal&#39;s use (such as specific times when the portal can be activated), whether the portal is one-way or two-way, any of the usual properties listed in the Building a Portal section earlier in this chapter, and finally, a glimpse of the area where the portal leads.<br \/>You can look at the area where the portal leads for 1 round.<br \/>Analyze portal does not allow other divination spells to extend through the portal.<br \/>For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.<br \/>For each property, you make a caster level check (1d20 + caster level) against DC 17.<br \/>If fail, you can try again the next round.<br \/>Analyze portal has only a limited ability to reveal unusual properties of portals, as follows:\n\t<ul>\n\t\t<li>Random Portals: The spell reveals only that the portal is random, and whether it can be activated now.<\/li>\n\t<\/ul><br \/>It does not reveal when the portal starts or stops functioning.\n\t<ul>\n\t\t<li>Variable Portals: The spell reveals only that the portal is variable.<\/li>\n\t<\/ul><br \/>If the caster studies the portal&#39;s destination, the spell reveals only the destination to which the portal is currently set.\n\t<ul>\n\t\t<li>Creature Only Portals: The spell reveals this property.<\/li>\n\t<\/ul><br \/>If the caster studies the portal&#39;s destination, the spell reveals where the portal sends creatures.<br \/>If it is the type of portal that sends creatures one place and their equipment another place, the spell does not reveal where the equipment goes.\n\t<ul>\n\t\t<li>Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.<\/li>\n\t<\/ul><br \/>Arcane Material Components: A crystal lens and a small mirror.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft.-wide path to close range (25 ft. + 5 ft.\/2 levels)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A jet of roaring flame bursts from your outstretched hand, scorching any creature in a 5-foot-wide path to the edge of the spell's range.\nAganazzar's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.\nFocus: A red dragon's scale.","short_description":"A jet of roaring flame bursts from your outstretched hand, scorching any creature in a 5-foot-wide pa...","material_components":"0","name":"Aganazzar's Scorcher","level":"Sorcerer 2 \/ Wizard 2 \/ Nentyar Hunter 2","full_text":"<div><p><h5>Aganazzar's Scorcher<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Nentyar Hunter 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A jet of roaring flame bursts from your outstretched hand, scorching any creature in a 5-foot-wide path to the edge of the spell&#39;s range.<br \/>Aganazzar&#39;s scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.<br \/>Focus: A red dragon&#39;s scale.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"A 20-ft.-radius emanation centered on a creature, object, or point in space","duration":"1 round\/level (D)","saving_throw":"Will negates or none (object)","spell_resistance":"Yes or no (object)","description":"You create an area of total darkness.\nThe darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area.\nCreatures outside the spell's area, even you, cannot see through it.\nYou can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object.\nYou can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves.\nUnattended objects and points in space do not get saving throws or benefit from spell resistance.\nBlacklight counters or dispels any light spell of equal or lower level, such as daylight.\nThe 3rd-level cleric Spell daylight counters or dispels blacklight.\nMaterial Component: A piece of coal and the dried eyeball of any creature.","short_description":"You create an area of total darkness.","material_components":"0","name":"Blacklight","level":"Sorcerer 3 \/ Wizard 3 \/ Telflammar Shadowlord 2","full_text":"<div><p><h5>Blacklight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Telflammar Shadowlord 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or none (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or no (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create an area of total darkness.<br \/>The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area.<br \/>Creatures outside the spell&#39;s area, even you, cannot see through it.<br \/>You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object.<br \/>You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves.<br \/>Unattended objects and points in space do not get saving throws or benefit from spell resistance.<br \/>Blacklight counters or dispels any light spell of equal or lower level, such as daylight.<br \/>The 3rd-level cleric Spell daylight counters or dispels blacklight.<br \/>Material Component: A piece of coal and the dried eyeball of any creature.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One ray\/2 caster levels (maximum seven)","area":"","duration":"Instantaneous (see text)","saving_throw":"Will partial","spell_resistance":"Yes","description":"You unleash beams of darkness from your open palm.\nYou must succeed at a ranged touch attack to strike your target.\nYou can hurl one darkbolt for every two caster levels you have (maximum seven bolts).\nYou can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting on the round when you cast the spell.\nYou do not have to hurl a bolt every round, but if you don't hurl the bolt you were entitled to that round, it is lost.\nIf you hurl all the bolts at once, all your targets must be within 60 feet of each other.\nA darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save).\nUndead take no damage, but are dazed if they fail their saves.","short_description":"You unleash beams of darkness from your open palm.","material_components":"0","name":"Darkbolt","level":"Telflammar Shadowlord 3","full_text":"<div><p><h5>Darkbolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Telflammar Shadowlord 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One ray\/2 caster levels (maximum seven)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You unleash beams of darkness from your open palm.<br \/>You must succeed at a ranged touch attack to strike your target.<br \/>You can hurl one darkbolt for every two caster levels you have (maximum seven bolts).<br \/>You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting on the round when you cast the spell.<br \/>You do not have to hurl a bolt every round, but if you don&#39;t hurl the bolt you were entitled to that round, it is lost.<br \/>If you hurl all the bolts at once, all your targets must be within 60 feet of each other.<br \/>A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save).<br \/>Undead take no damage, but are dazed if they fail their saves.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M, AF, XP","casting_time":"At least 10 minutes (see text)","range":"Personal","target":"You","effect":"","area":"","duration":"Until discharged","saving_throw":"","spell_resistance":"","description":"This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name.\nWhen casting Elminster's evasion, you must specify the locale and detail up to six specific conditions that trigger the spell.\nWhen any of these situations occurs, your body, mind, and soul are whisked away to the location.\nThe location can be any place you have visited, even on another plane.\nAlso when casting the spell, you cast teleport without error and one or two other spells that are to take effect when you arrive at your destination.\nThe 10-minute casting time is the minimum total for all castings.\nIf the companion spells have combined casting times longer than 10 minutes, use the combined casting times instead.\nThe teleport without error spell whisks you through the Astral Plane to your destination, so anything that prevents astral travel also foils Elminster's evasion.\nThe spells to be brought into effect by the evasion must be ones that affect your person (feather fall, levitate, fly, teleport, and so on) and be of a spell level no higher than one-third of your caster level (maximum 6th level).\nThe conditions you specify to bring the spell into effect must be clear, although they can be general (see the contingency spell, in Chapter 11 of the Player's Handbook).\nThe spell pulls together your mind, body, and soul if they have been separated.\nFor example, if your soul is trapped in a magic jar when the evasion is triggered, your soul returns to your body.\n(This breaks the magic jar spell).\nIf your body or soul has been magically trapped (for example with a binding, imprisonment, or trap the soul spell),\nyou must succeed at a caster level check (DC 11 + the caster level of the person who cast the trapping spell).\nIf you succeed, the trapping spell is broken and the evasion works.\nIf you fail, the evasion fails.\nIf you're dead when you arrive at your destination, your soul immediately departs just as though you died at your destination.\nMaterial Components: Those of the companion spells, plus quicksilver; an eyelash of an ogre mage, ki-rin, or similar spell-using creature; and some of your own blood, freshly drawn.\nDrawing the blood deals 1d4 points of temporary Constitution damage.\nFocus: A statuette of you carved from ivory and decorated with gems (worth at least 1,500 gp).\nYou must carry the focus for the evasion to function.\nXP Cost: 5,000 XP.","short_description":"This powerful variant of the contingency spell automatically transfers you and everything you carry o...","material_components":"0","name":"Elminster's Evasion","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Elminster's Evasion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>At least 10 minutes (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until discharged<br\/><\/td><\/tr><\/table><p>\t<p>This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name.<br \/>When casting Elminster&#39;s evasion, you must specify the locale and detail up to six specific conditions that trigger the spell.<br \/>When any of these situations occurs, your body, mind, and soul are whisked away to the location.<br \/>The location can be any place you have visited, even on another plane.<br \/>Also when casting the spell, you cast teleport without error and one or two other spells that are to take effect when you arrive at your destination.<br \/>The 10-minute casting time is the minimum total for all castings.<br \/>If the companion spells have combined casting times longer than 10 minutes, use the combined casting times instead.<br \/>The teleport without error spell whisks you through the Astral Plane to your destination, so anything that prevents astral travel also foils Elminster&#39;s evasion.<br \/>The spells to be brought into effect by the evasion must be ones that affect your person (feather fall, levitate, fly, teleport, and so on) and be of a spell level no higher than one-third of your caster level (maximum 6th level).<br \/>The conditions you specify to bring the spell into effect must be clear, although they can be general (see the contingency spell, in Chapter 11 of the Player&#39;s Handbook).<br \/>The spell pulls together your mind, body, and soul if they have been separated.<br \/>For example, if your soul is trapped in a magic jar when the evasion is triggered, your soul returns to your body.<br \/>(This breaks the magic jar spell).<br \/>If your body or soul has been magically trapped (for example with a binding, imprisonment, or trap the soul spell),<br \/>you must succeed at a caster level check (DC 11 + the caster level of the person who cast the trapping spell).<br \/>If you succeed, the trapping spell is broken and the evasion works.<br \/>If you fail, the evasion fails.<br \/>If you&#39;re dead when you arrive at your destination, your soul immediately departs just as though you died at your destination.<br \/>Material Components: Those of the companion spells, plus quicksilver; an eyelash of an ogre mage, ki-rin, or similar spell-using creature; and some of your own blood, freshly drawn.<br \/>Drawing the blood deals 1d4 points of temporary Constitution damage.<br \/>Focus: A statuette of you carved from ivory and decorated with gems (worth at least 1,500 gp).<br \/>You must carry the focus for the evasion to function.<br \/>XP Cost: 5,000 XP.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"A 20-ft.-radius burst","duration":"Instantaneous (see text)","saving_throw":"Will partial","spell_resistance":"Yes","description":"Flashburst creates a blinding, dazzling flash of light.\nSighted creatures within the area are automatically dazzled for 1 round (-1 penalty on attack rolls), and possibly blinded for 2d8 rounds (Will negates).\nCreatures outside the area, but within 120 feet of the burst, can be blinded if they have line of sight to the burst (Will negates).\nThe spell does not dazzle creatures outside the burst area.\nIn addition to the obvious effects, a blinded character suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skill checks.\nArcane Material Component: A pinch of sulfur or phosphorus.","short_description":"Flashburst creates a blinding, dazzling flash of light.","material_components":"0","name":"Flashburst","level":"Hathran 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Flashburst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hathran 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Flashburst creates a blinding, dazzling flash of light.<br \/>Sighted creatures within the area are automatically dazzled for 1 round (-1 penalty on attack rolls), and possibly blinded for 2d8 rounds (Will negates).<br \/>Creatures outside the area, but within 120 feet of the burst, can be blinded if they have line of sight to the burst (Will negates).<br \/>The spell does not dazzle creatures outside the burst area.<br \/>In addition to the obvious effects, a blinded character suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers&#39; attack rolls (they are effectively invisible), moves at half speed, and suffers a <del>4 penalty on most Strength<\/del> and Dexterity-based skill checks.<br \/>Arcane Material Component: A pinch of sulfur or phosphorus.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corporeal creature","effect":"","area":"","duration":"Up to 4 rounds (see text)","saving_throw":"Fortitude partial (see text)","spell_resistance":"Yes","description":"You literally strip the flesh from a corporeal creature's body.\nEach round, the target suffers pain and psychological trauma that literally undermines the spirit.\nThe assault deals 2d6 points of damage and 1d6 points of temporary Charisma and Constitution damage.\nA Fortitude save negates the temporary Charisma and Constitution damage and reduces the normal damage by half.\nThe target can make a saving throw each round to reduce the damage in that round.\nFlensing has no effect on creatures in gaseous form or on incorporeal creatures.\nMaterial Component: An onion.","short_description":"You literally strip the flesh from a corporeal creature's body.","material_components":"0","name":"Flensing","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Flensing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Up to 4 rounds (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You literally strip the flesh from a corporeal creature&#39;s body.<br \/>Each round, the target suffers pain and psychological trauma that literally undermines the spirit.<br \/>The assault deals 2d6 points of damage and 1d6 points of temporary Charisma and Constitution damage.<br \/>A Fortitude save negates the temporary Charisma and Constitution damage and reduces the normal damage by half.<br \/>The target can make a saving throw each round to reduce the damage in that round.<br \/>Flensing has no effect on creatures in gaseous form or on incorporeal creatures.<br \/>Material Component: An onion.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"See text","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes (object)","description":"You emit a thunderous, devastating yell.\nThe primary area affected is 5 feet high and 5 feet wide, extending out from you to the limit of the spell's range.\nStone, crystal, and metal objects in the area take 20d6 points of damage.\nCreatures holding vulnerable objects can attempt Reflex saves to negate the damage.\nObjects that survive the spell's primary effect are not subject to the secondary effect.\nThe spell's secondary effect is a cone of sound.\nCreatures within the cone take 10d6 points of damage, and are stunned for 1 round and deafened for 4d6 rounds.\nA successful Fortitude save negates the stunning and halves both the damage and the duration of the deafness.\nAny brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level (maximum 20d6).\nCreatures holding fragile objects can negate damage to them with successful Reflex saves.\nThe great shout spell cannot penetrate the spell silence.\nFocus: A small metal or ivory horn.","short_description":"You emit a thunderous, devastating yell.","material_components":"0","name":"Great Shout","level":"Bard 6 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Great Shout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You emit a thunderous, devastating yell.<br \/>The primary area affected is 5 feet high and 5 feet wide, extending out from you to the limit of the spell&#39;s range.<br \/>Stone, crystal, and metal objects in the area take 20d6 points of damage.<br \/>Creatures holding vulnerable objects can attempt Reflex saves to negate the damage.<br \/>Objects that survive the spell&#39;s primary effect are not subject to the secondary effect.<br \/>The spell&#39;s secondary effect is a cone of sound.<br \/>Creatures within the cone take 10d6 points of damage, and are stunned for 1 round and deafened for 4d6 rounds.<br \/>A successful Fortitude save negates the stunning and halves both the damage and the duration of the deafness.<br \/>Any brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level (maximum 20d6).<br \/>Creatures holding fragile objects can negate damage to them with successful Reflex saves.<br \/>The great shout spell cannot penetrate the spell silence.<br \/>Focus: A small metal or ivory horn.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"0 ft.","target":"","effect":"A swordlike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 3-foot-long, blazing beam of moonlight springs forth from your hand.\nAnyone who can cast moon blade can wield the beam with proficiency.\nHowever, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.\nAttacks with the moon blade are melee touch attacks.\nIts strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage plus 1 point per\ntwo caster levels (to a maximum of +15) to any type of creature except undead.\nUndead are visibly wounded by a moon blade.\nTheir substance boils away from its touch, and they take 2d8 points of damage plus 1 point per caster level (to a maximum of +30) per blow.\nThe blade is immaterial, and your Strength modifier does not apply to the damage.\nA successful moon blade strike temporarily scrambles magic.\nOn the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability.\nThe DC is 10 + points of damage dealt + spell level.\n(An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid ruining the spell in addition to the check on its next turn).\nThe moon blade spell has no connection with the magic items known as moonblades borne and made by some elves.\nArcane Material Component: A small candy made with wintergreen oil.","short_description":"A 3-foot-long, blazing beam of moonlight springs forth from your hand.","material_components":"0","name":"Moon Blade","level":"Hathran 3 \/ Nentyar Hunter 3","full_text":"<div><p><h5>Moon Blade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hathran 3 \/ Nentyar Hunter 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A swordlike beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 3-foot-long, blazing beam of moonlight springs forth from your hand.<br \/>Anyone who can cast moon blade can wield the beam with proficiency.<br \/>However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.<br \/>Attacks with the moon blade are melee touch attacks.<br \/>Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage plus 1 point per<br \/>two caster levels (to a maximum of +15) to any type of creature except undead.<br \/>Undead are visibly wounded by a moon blade.<br \/>Their substance boils away from its touch, and they take 2d8 points of damage plus 1 point per caster level (to a maximum of +30) per blow.<br \/>The blade is immaterial, and your Strength modifier does not apply to the damage.<br \/>A successful moon blade strike temporarily scrambles magic.<br \/>On the target&#39;s next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability.<br \/>The DC is 10 + points of damage dealt + spell level.<br \/>(An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid ruining the spell in addition to the check on its next turn).<br \/>The moon blade spell has no connection with the magic items known as moonblades borne and made by some elves.<br \/>Arcane Material Component: A small candy made with wintergreen oil.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A variable-width, glowing white stair or bridge of translucent force up to 15 ft.\/level long (see text)","area":"","duration":"1 minute\/level (D)","saving_throw":"None (see text)","spell_resistance":"No","description":"Moon path allows you to create a stair or bridge from one spot to another.\nThe effect is a railless ribbon of glowing white translucent force like a glass strip.\nThe strip can be from 3 to 20 feet wide as you decide.\n(You can vary the width over the ribbon's length if you want).\nIt sticks to its endpoints unshakably, even if these endpoints are in midair.\nAt the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path.\nProtected creatures gain the benefits of a sanctuary.\nThis works exactly like the 1st-level spell sanctuary except that the save DC is 15 + your Wisdom modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects.\nProtected creatures also stick to the top of the moon path as though they have received spider climb spells.\nA creature loses both benefits immediately when it leaves the path.\nUnlike a wall of force, a moon path can be dispelled.\nIt is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds.\nA disintegrate blasts a hole 10 feet square, leaving the rest of the path intact.\n(If the moon path is 10 feet wide or less, this merely creates a 10-foot gap).\nA hit from a rod of cancellation, a sphere of annihilation, or Mordenkainen's disjunction destroys a moon path.\nSpells and breath weapons cannot pass through a moon path,\nalthough dimension door, teleport, and similar effects can bypass the barrier.\nIt blocks ethereal creatures as well as material creatures.\nGaze attacks cannot operate through the moon path.\nA moon path must be straight, continuous, and unbroken when formed.\nIf its surface is broken by any object or creature, the spell fails.\nThe bridge version of the spell must be created flat.\nThe stair version cannot rise or descend any more sharply than 45 degrees.\nArcane Material Component: A white handkerchief.","short_description":"Moon path allows you to create a stair or bridge from one spot to another.","material_components":"0","name":"Moon Path","level":"Hathran 5 \/ Nentyar Hunter 5","full_text":"<div><p><h5>Moon Path<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hathran 5 \/ Nentyar Hunter 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A variable-width, glowing white stair or bridge of translucent force up to 15 ft.\/level long (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Moon path allows you to create a stair or bridge from one spot to another.<br \/>The effect is a railless ribbon of glowing white translucent force like a glass strip.<br \/>The strip can be from 3 to 20 feet wide as you decide.<br \/>(You can vary the width over the ribbon&#39;s length if you want).<br \/>It sticks to its endpoints unshakably, even if these endpoints are in midair.<br \/>At the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path.<br \/>Protected creatures gain the benefits of a sanctuary.<br \/>This works exactly like the 1st-level spell sanctuary except that the save DC is 15 + your Wisdom modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects.<br \/>Protected creatures also stick to the top of the moon path as though they have received spider climb spells.<br \/>A creature loses both benefits immediately when it leaves the path.<br \/>Unlike a wall of force, a moon path can be dispelled.<br \/>It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds.<br \/>A disintegrate blasts a hole 10 feet square, leaving the rest of the path intact.<br \/>(If the moon path is 10 feet wide or less, this merely creates a 10-foot gap).<br \/>A hit from a rod of cancellation, a sphere of annihilation, or Mordenkainen&#39;s disjunction destroys a moon path.<br \/>Spells and breath weapons cannot pass through a moon path,<br \/>although dimension door, teleport, and similar effects can bypass the barrier.<br \/>It blocks ethereal creatures as well as material creatures.<br \/>Gaze attacks cannot operate through the moon path.<br \/>A moon path must be straight, continuous, and unbroken when formed.<br \/>If its surface is broken by any object or creature, the spell fails.<br \/>The bridge version of the spell must be created flat.<br \/>The stair version cannot rise or descend any more sharply than 45 degrees.<br \/>Arcane Material Component: A white handkerchief.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"1 minute\/level (D)","saving_throw":"None or Will negates (see text)","spell_resistance":"No","description":"A cone of pale moonlight springs from your hand.\nOn your turn each round, you can change the direction the cone points.\nLight from a moonbeam does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make Will saves to avoid involuntarily assuming their animal forms.\nLycanthropes in animal form can change out of it on their next turn (spending a round in animal form).\nHowever, if they are still in the area of the spell, they must succeed at a Will save to do so.\nOnce a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours.\nMoonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it.\nDarkness spells of higher level block a moonbeam.\nArcane Material Component: A pinch of white powder.","short_description":"A cone of pale moonlight springs from your hand.","material_components":"0","name":"Moonbeam","level":"Hathran 2 \/ Nentyar Hunter 2","full_text":"<div><p><h5>Moonbeam<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hathran 2 \/ Nentyar Hunter 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A cone of pale moonlight springs from your hand.<br \/>On your turn each round, you can change the direction the cone points.<br \/>Light from a moonbeam does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make Will saves to avoid involuntarily assuming their animal forms.<br \/>Lycanthropes in animal form can change out of it on their next turn (spending a round in animal form).<br \/>However, if they are still in the area of the spell, they must succeed at a Will save to do so.<br \/>Once a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours.<br \/>Moonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it.<br \/>Darkness spells of higher level block a moonbeam.<br \/>Arcane Material Component: A pinch of white powder.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Instantaneous (see text)","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"A cone of fiery white moonlight springs from your hand.\nLiving creatures in the area feel an unnatural chill and take 1d8 points of damage per two caster levels, to a maximum of 10d8.\nUndead and shapechangers take double damage.\nThis application of the spell allows a Reflex save for half damage.\nAll magical auras within the cone glow with a faint blue light for 1 round per caster level.\nDisguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms.\nEven if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.\nThe entire area covered by the cone glows silver white for 1 round per caster level.\nThis radiance is as bright as the light of a full moon and negates electricity for 1 round per caster level unless the creature generating it makes a caster level check against a DC equal to the caster's level.\nIf an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect if the caster level check fails.\nIf an electricity effect is generated inside the glowing cone, the cone completely negates the electricity effect if the caster level check fails.","short_description":"A cone of fiery white moonlight springs from your hand.","material_components":"0","name":"Moonfire","level":"","full_text":"<div><p><h5>Moonfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A cone of fiery white moonlight springs from your hand.<br \/>Living creatures in the area feel an unnatural chill and take 1d8 points of damage per two caster levels, to a maximum of 10d8.<br \/>Undead and shapechangers take double damage.<br \/>This application of the spell allows a Reflex save for half damage.<br \/>All magical auras within the cone glow with a faint blue light for 1 round per caster level.<br \/>Disguised, shapechanged, or polymorphed creatures and objects in the spell&#39;s area at the time the spell is cast must make Will saves or immediately return to their normal forms.<br \/>Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.<br \/>The entire area covered by the cone glows silver white for 1 round per caster level.<br \/>This radiance is as bright as the light of a full moon and negates electricity for 1 round per caster level unless the creature generating it makes a caster level check against a DC equal to the caster&#39;s level.<br \/>If an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect if the caster level check fails.<br \/>If an electricity effect is generated inside the glowing cone, the cone completely negates the electricity effect if the caster level check fails.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"10-ft.-radius burst","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A flurry of magic snowballs erupts from a point you select.\nThe swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst.\nFor every two caster levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 5d6 at 9th level or higher.\nMaterial Component: A piece of ice or a small white rock chip.","short_description":"A flurry of magic snowballs erupts from a point you select.","material_components":"0","name":"Snilloc's Snowball Swarm","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Snilloc's Snowball Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft.-radius burst<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A flurry of magic snowballs erupts from a point you select.<br \/>The swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst.<br \/>For every two caster levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 5d6 at 9th level or higher.<br \/>Material Component: A piece of ice or a small white rock chip.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"0 ft.","target":"","effect":"A spearlike beam","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand.\nYou can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force.\nThis gives you natural reach of 20 feet.\nYou can use the thunderlance to make powerful melee attacks.\nThe thunderlance strikes as a Huge longspear, dealing a base 2d6 points of damage (crit x3).\nYou only need one hand to wield the thunderlance, and you suffer no nonproficiency penalties if you do not have Martial Weapon Proficiency (longspear).\nThe thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15) which replaces your own Strength score when you make attack and damage rolls with the spell.\nIf you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance may dispel the force effect in addition to damaging the target.\nMake a dispel check against the caster who created the effect.\nIf you succeed, the effect is dispelled.\nThe thunderlance remains whether you succeed or fail at this check.\nYou can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.\nMaterial Component: A small metal spear.","short_description":"A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand.","material_components":"0","name":"Thunderlance","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Thunderlance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A spearlike beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand.<br \/>You can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force.<br \/>This gives you natural reach of 20 feet.<br \/>You can use the thunderlance to make powerful melee attacks.<br \/>The thunderlance strikes as a Huge longspear, dealing a base 2d6 points of damage (crit x3).<br \/>You only need one hand to wield the thunderlance, and you suffer no nonproficiency penalties if you do not have Martial Weapon Proficiency (longspear).<br \/>The thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15) which replaces your own Strength score when you make attack and damage rolls with the spell.<br \/>If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance may dispel the force effect in addition to damaging the target.<br \/>Make a dispel check against the caster who created the effect.<br \/>If you succeed, the effect is dispelled.<br \/>The thunderlance remains whether you succeed or fail at this check.<br \/>You can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.<br \/>Material Component: A small metal spear.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes (see text)","description":"You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.\nStarting on your next action, you may use the claws to make unarmed attacks as if they were natural weapons.\n(You attack with one claw and can use the other claw for an off-hand attack.\nIf you have multiple attacks you use them normally when attacking with the claws).\nAttacks with the claws aremelee touch attacks.\nEach claw deals 1d4 points of cold damage.\nIf you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple unless the opponent makes a Fortitude save.\nYou can extend the claws up to 6 feet, which gives you natural reach of 10 feet, or retract them as a free action.\nWhen the spell is in effect, you may not cast spells with anything other than verbal components, nor may you carry items with your hands.\nAny magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.","short_description":"You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change sh...","material_components":"0","name":"Claws of Darkness","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Claws of Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.<br \/>Starting on your next action, you may use the claws to make unarmed attacks as if they were natural weapons.<br \/>(You attack with one claw and can use the other claw for an off-hand attack.<br \/>If you have multiple attacks you use them normally when attacking with the claws).<br \/>Attacks with the claws aremelee touch attacks.<br \/>Each claw deals 1d4 points of cold damage.<br \/>If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple unless the opponent makes a Fortitude save.<br \/>You can extend the claws up to 6 feet, which gives you natural reach of 10 feet, or retract them as a free action.<br \/>When the spell is in effect, you may not cast spells with anything other than verbal components, nor may you carry items with your hands.<br \/>Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A 10-ft. machine","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Fantastic machine creates an illusory, many-armed, noisy mechanical construct of impressively massive appearance.\nYou can command the machine to perform any simple, physical task that you can describe in 25 words or less.\nYou can order the machine to perform the same task over and over, but you can't change the task.\nYou must specify the task when you cast the spell.\nThe machine always acts on your turn in the initiative order.\n(It can act during the turn you cast the spell).\nThe machine functions as a Large (tall) animated object (see the Monster Manual).\nIt trundles over the ground at a speed of 40 feet.\nIt can swim or fly at a speed of 10 feet (clumsy maneuverability).\nIt has 22 hit points, an Armor Class of 14 (-1 size, +5 natural), and a hardness of 10.\nIts saving throw modifiers are Fortitude +1, Reflex +1, Will -4.\nA light load for the machine is up to 230 pounds, a heavy load is 231-460 pounds, and a heavy load is 461-700 pounds.\nThe machine can fly or swim only when lightly loaded.\nThe machine can lift a weight of up to 1,400 pounds to a height of 15 feet.\nIt can push or drag 3,500 pounds.\nIt can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 3 rounds).\nIt can excavate sand or loose soil at twice that rate.\nThe machine has an attack bonus of +5 and can make one slam attack each round that deals 1d8+4 points of damage.\nIt deals triple slam damage (3d8+12) against stone or metal.\nThe machine can hurl Small rocks (if any are at hand) with an attack bonus of +3.\nIts range increment is 150 feet, and it can throw a rock up to 10 range increments.\nA thrown rock deals 2d6+4 points of damage.","short_description":"Fantastic machine creates an illusory, many-armed, noisy mechanical construct of impressively massive...","material_components":"0","name":"Fantastic Machine","level":"","full_text":"<div><p><h5>Fantastic Machine<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A 10-ft. machine<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Fantastic machine creates an illusory, many-armed, noisy mechanical construct of impressively massive appearance.<br \/>You can command the machine to perform any simple, physical task that you can describe in 25 words or less.<br \/>You can order the machine to perform the same task over and over, but you can&#39;t change the task.<br \/>You must specify the task when you cast the spell.<br \/>The machine always acts on your turn in the initiative order.<br \/>(It can act during the turn you cast the spell).<br \/>The machine functions as a Large (tall) animated object (see the Monster Manual).<br \/>It trundles over the ground at a speed of 40 feet.<br \/>It can swim or fly at a speed of 10 feet (clumsy maneuverability).<br \/>It has 22 hit points, an Armor Class of 14 (-1 size, +5 natural), and a hardness of 10.<br \/>Its saving throw modifiers are Fortitude +1, Reflex +1, Will -4.<br \/>A light load for the machine is up to 230 pounds, a heavy load is 231-460 pounds, and a heavy load is 461-700 pounds.<br \/>The machine can fly or swim only when lightly loaded.<br \/>The machine can lift a weight of up to 1,400 pounds to a height of 15 feet.<br \/>It can push or drag 3,500 pounds.<br \/>It can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 3 rounds).<br \/>It can excavate sand or loose soil at twice that rate.<br \/>The machine has an attack bonus of +5 and can make one slam attack each round that deals 1d8+4 points of damage.<br \/>It deals triple slam damage (3d8+12) against stone or metal.<br \/>The machine can hurl Small rocks (if any are at hand) with an attack bonus of +3.<br \/>Its range increment is 150 feet, and it can throw a rock up to 10 range increments.<br \/>A thrown rock deals 2d6+4 points of damage.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A 10-ft. machine","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Greater fantastic machine creates an illusory, manyarmed, noisy mechanical construct of impressively massive appearance.\nYou can concentrate on controlling the machine's every action or specify a simple program, such as collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like.\nThe machine can perform only fairly simple physical tasks.\nDirecting the machine's actions or changing its programmed movement is a standard action for you.\nThe machine always acts on your turn in the initiative order.\n(It can act during the turn you cast the spell).\nExcept where noted below, the machine functions as a Large (tall) animated object (see the Monster Manual) constructed from adamantine.\nIt trundles over the ground at a speed of 60 feet.\nIt can swim or fly at a speed of 20 feet (poor maneuverability).\nIt has 16 HD, 88 hit points, an Armor Class of 20 (-1 size, +11 natural), and a hardness of 20.\nIts saving throw modifiers are Fortitude +5, Reflex +5, and Will +0.\nThe machine has a Strength score of 22.\nA light load for the machine is up to 520 pounds, a medium load is 521 to 1,040 pounds, and a heavy load is 1,041 to 1,560 pounds.\nThe machine can fly or swim only when lightly loaded.\nThe machine can lift a weight of up to 3,120 pounds to a height of 15 feet.\nIt can push or drag 7,800 pounds.\nIt can excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 1 round).\nIt can excavate sand or loose soil at twice that rate.\nThe machine makes slam attacks with an attack bonus of +17\/+12 for 1d8+9 points of damage.\nIt deals triple slam damage (3d8+27) against stone or metal.\nThe machine can hurl Small rocks (if any are at hand) with an attack bonus of +12\/+7.\nIts range increment is 150 feet, and it can throw a rock up to 10 range increments.\nA thrown rock deals 2d6+9 points of damage.","short_description":"Greater fantastic machine creates an illusory, manyarmed, noisy mechanical construct of impressively ...","material_components":"0","name":"Fantastic Machine, Greater","level":"","full_text":"<div><p><h5>Fantastic Machine, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A 10-ft. machine<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Greater fantastic machine creates an illusory, manyarmed, noisy mechanical construct of impressively massive appearance.<br \/>You can concentrate on controlling the machine&#39;s every action or specify a simple program, such as collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like.<br \/>The machine can perform only fairly simple physical tasks.<br \/>Directing the machine&#39;s actions or changing its programmed movement is a standard action for you.<br \/>The machine always acts on your turn in the initiative order.<br \/>(It can act during the turn you cast the spell).<br \/>Except where noted below, the machine functions as a Large (tall) animated object (see the Monster Manual) constructed from adamantine.<br \/>It trundles over the ground at a speed of 60 feet.<br \/>It can swim or fly at a speed of 20 feet (poor maneuverability).<br \/>It has 16 HD, 88 hit points, an Armor Class of 20 (-1 size, +11 natural), and a hardness of 20.<br \/>Its saving throw modifiers are Fortitude +5, Reflex +5, and Will +0.<br \/>The machine has a Strength score of 22.<br \/>A light load for the machine is up to 520 pounds, a medium load is 521 to 1,040 pounds, and a heavy load is 1,041 to 1,560 pounds.<br \/>The machine can fly or swim only when lightly loaded.<br \/>The machine can lift a weight of up to 3,120 pounds to a height of 15 feet.<br \/>It can push or drag 7,800 pounds.<br \/>It can excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 1 round).<br \/>It can excavate sand or loose soil at twice that rate.<br \/>The machine makes slam attacks with an attack bonus of +17\/+12 for 1d8+9 points of damage.<br \/>It deals triple slam damage (3d8+27) against stone or metal.<br \/>The machine can hurl Small rocks (if any are at hand) with an attack bonus of +12\/+7.<br \/>Its range increment is 150 feet, and it can throw a rock up to 10 range increments.<br \/>A thrown rock deals 2d6+9 points of damage.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You cause amask of shadows to form around your face.\nIt does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks.\nYou receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics.\nYou also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes.\nIf you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw.\nWhen the spell's duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden via other means.\nA successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.\nMaterial Component: A mask of black cloth.","short_description":"You cause amask of shadows to form around your face.","material_components":"0","name":"Shadow Mask","level":"Harper Scout 2 \/ Sorcerer 2 \/ Wizard 2 \/ Telflammar Shadowlord 1","full_text":"<div><p><h5>Shadow Mask<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Harper Scout 2 \/ Sorcerer 2 \/ Wizard 2 \/ Telflammar Shadowlord 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You cause amask of shadows to form around your face.<br \/>It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks.<br \/>You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics.<br \/>You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes.<br \/>If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw.<br \/>When the spell&#39;s duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden via other means.<br \/>A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.<br \/>Material Component: A mask of black cloth.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-foot radius burst","duration":"1 round\/level","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point.\nCreatures in the area take 2 points of temporary Strength damage, are dazed for 1 round, and suffer a -2 morale penalty on saving throws against fear spells and effects.\nThe fear penalty ends when the shadow spray spell does, but the temporary Strength damage is instantaneous.\nMaterial Component: A handful of black ribbons.","short_description":"You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point....","material_components":"0","name":"Shadow Spray","level":"Sorcerer 2 \/ Wizard 2 \/ Telflammar Shadowlord 1","full_text":"<div><p><h5>Shadow Spray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Telflammar Shadowlord 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point.<br \/>Creatures in the area take 2 points of temporary Strength damage, are dazed for 1 round, and suffer a -2 morale penalty on saving throws against fear spells and effects.<br \/>The fear penalty ends when the shadow spray spell does, but the temporary Strength damage is instantaneous.<br \/>Material Component: A handful of black ribbons.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You imbue a skull or bone with a pale gray radiance and then hurl (or touch) the skull or bone to hit a target creature.\nYou can attack with the skull on the round you cast the spell, but otherwise it is a standard action.\nIf the skull or bone hits the target, the gray radiance is transferred from the skull to the creature, covering it entirely.\nFor the duration of the spell, the creature cannot regain hit points or ability score points by any means.\nNor can the creature remove negative levels.\nNatural regeneration (such as that of trolls) is stopped, as are the effects of a ring of regeneration, potion of healing, or staff of curing.\nSpells that return lost hit points (cure light wounds, heal) do not work on that individual.\nOther necromantic spells function normally, including those that cure other afflictions (disease, blindness).\nThose that remove hit points (cause light wounds) are unaffected by the spell.\nThe subject can improve his current hit points by boosting his Constitution score and can receive temporary hit points (from an aid spell, for example).\nUpon the expiration of the spell, automatic healing abilities and items such as a ring of regeneration or a troll's regeneration ability begin to function again.\nMaterial Component: The skull or bone used.","short_description":"You imbue a skull or bone with a pale gray radiance and then hurl (or touch) the skull or bone to hit...","material_components":"0","name":"Grimwald's Graymantle","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Grimwald's Graymantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a skull or bone with a pale gray radiance and then hurl (or touch) the skull or bone to hit a target creature.<br \/>You can attack with the skull on the round you cast the spell, but otherwise it is a standard action.<br \/>If the skull or bone hits the target, the gray radiance is transferred from the skull to the creature, covering it entirely.<br \/>For the duration of the spell, the creature cannot regain hit points or ability score points by any means.<br \/>Nor can the creature remove negative levels.<br \/>Natural regeneration (such as that of trolls) is stopped, as are the effects of a ring of regeneration, potion of healing, or staff of curing.<br \/>Spells that return lost hit points (cure light wounds, heal) do not work on that individual.<br \/>Other necromantic spells function normally, including those that cure other afflictions (disease, blindness).<br \/>Those that remove hit points (cause light wounds) are unaffected by the spell.<br \/>The subject can improve his current hit points by boosting his Constitution score and can receive temporary hit points (from an aid spell, for example).<br \/>Upon the expiration of the spell, automatic healing abilities and items such as a ring of regeneration or a troll&#39;s regeneration ability begin to function again.<br \/>Material Component: The skull or bone used.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"15 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Anyspell allows you to read and prepare any arcane spell of up to 2nd level.\nYou must have an arcane magical writing (a scroll or spellbook) on hand to cast anyspell.\nDuring the spell's 15-minute casting time, you can scan the spells available and choose one to read and prepare.\nOnce you choose and prepare an arcane spell, you retain it in your mind.\nThe prepared spell occupies your 3rd-level domain spell slot.\nIf you read the spell from a spellbook, the book is unharmed, but reading a spell from a scroll erases the spell from the scroll.\nWhen you cast the arcane spell, it works just as though cast by a wizard of your cleric level except that your Wisdom score sets the save DC (if applicable).\nYou must have a Wisdom score of at least 10 + the arcane spell's level to prepare and cast it.\nYour holy symbol substitutes for any noncostly material component.\nIf the spell has a costly material component (one to which a gold piece value is assigned), you must provide it.\nIf the spell has another focus, you must provide the focus.\nIf the spell has an XP component, you must pay the experience point cost.","short_description":"Anyspell allows you to read and prepare any arcane spell of up to 2nd level.","material_components":"0","name":"Anyspell","level":"","full_text":"<div><p><h5>Anyspell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>15 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Anyspell allows you to read and prepare any arcane spell of up to 2nd level.<br \/>You must have an arcane magical writing (a scroll or spellbook) on hand to cast anyspell.<br \/>During the spell&#39;s 15-minute casting time, you can scan the spells available and choose one to read and prepare.<br \/>Once you choose and prepare an arcane spell, you retain it in your mind.<br \/>The prepared spell occupies your 3rd-level domain spell slot.<br \/>If you read the spell from a spellbook, the book is unharmed, but reading a spell from a scroll erases the spell from the scroll.<br \/>When you cast the arcane spell, it works just as though cast by a wizard of your cleric level except that your Wisdom score sets the save DC (if applicable).<br \/>You must have a Wisdom score of at least 10 + the arcane spell&#39;s level to prepare and cast it.<br \/>Your holy symbol substitutes for any noncostly material component.<br \/>If the spell has a costly material component (one to which a gold piece value is assigned), you must provide it.<br \/>If the spell has another focus, you must provide the focus.<br \/>If the spell has an XP component, you must pay the experience point cost.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The transmuted creature becomes more poised, articulate, and personally forceful.\nThe spell grants an enhancement bonus to Charisma of 1d4+1 points, adding the usual benefits to Charisma-based skills.\nSorcerers and bards who receive eagle's splendor do not gain extra spells, but the save DCs for their spells increase.\nArcane Material Component: A few feathers or a pinch of dung from an eagle.","short_description":"The transmuted creature becomes more poised, articulate, and personally forceful.","material_components":"0","name":"Eagle's Splendor","level":"Bard 2 \/ Harper Scout 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Eagle's Splendor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Harper Scout 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creature becomes more poised, articulate, and personally forceful.<br \/>The spell grants an enhancement bonus to Charisma of 1d4+1 points, adding the usual benefits to Charisma-based skills.<br \/>Sorcerers and bards who receive eagle&#39;s splendor do not gain extra spells, but the save DCs for their spells increase.<br \/>Arcane Material Component: A few feathers or a pinch of dung from an eagle.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level or until expended (see text)","saving_throw":"","spell_resistance":"","description":"You gain the ability to step into fires and move from fire to fire.\nThe fires you enter and move between must be at least as big around as you are.\nFire elementals and other fire creatures are not fires for purposes of fire stride, nor are sources of great heat such as pools of lava.\nOnce in a fire, you can transport yourself to any other sufficiently large fire within long range (400 ft. + 40 ft.\/level), and you instantly know the locations of all suitable fires within range.\nEach transport counts as a full move action.\nWith each casting of the spell, you can transport yourself one time per caster level.\nIf a fire's location doesn't offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don't sense its location.\nIf a fire rests on a surface that can't support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it.\nFor example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there.\nThe spell provides no protection against fire, so it is advisable to obtain such protection before using the spell.","short_description":"You gain the ability to step into fires and move from fire to fire.","material_components":"0","name":"Fire Stride","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Fire Stride<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until expended (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You gain the ability to step into fires and move from fire to fire.<br \/>The fires you enter and move between must be at least as big around as you are.<br \/>Fire elementals and other fire creatures are not &quot;fires&quot; for purposes of fire stride, nor are sources of great heat such as pools of lava.<br \/>Once in a fire, you can transport yourself to any other sufficiently large fire within long range (400 ft. + 40 ft.\/level), and you instantly know the locations of all suitable fires within range.<br \/>Each transport counts as a full move action.<br \/>With each casting of the spell, you can transport yourself one time per caster level.<br \/>If a fire&#39;s location doesn&#39;t offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don&#39;t sense its location.<br \/>If a fire rests on a surface that can&#39;t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it.<br \/>For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there.<br \/>The spell provides no protection against fire, so it is advisable to obtain such protection before using the spell.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"15 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"As anyspell, except you can read and prepare any arcane spell of up to 5th level, and the prepared spell occupies your 6th-level domain spell slot.","short_description":"As anyspell, except you can read and prepare any arcane spell of up to 5th level, and the prepared sp...","material_components":"0","name":"Anyspell, Greater","level":"","full_text":"<div><p><h5>Anyspell, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>15 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>As anyspell, except you can read and prepare any arcane spell of up to 5th level, and the prepared spell occupies your 6th-level domain spell slot.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One cave mouth or natural chamber up to 15 ft. high and wide","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You cause a single natural opening or natural chamber to become animated.\nThe opening or chamber cannot move, but it can attack.\nYou can order it to attack any creature, or a specific type of creature.\nYou also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something.\nAn animated opening can only attack creatures that try to move through it.\nAn animated chamber can attack every creature inside.\nOnly one maw of stone can be in effect on a particular opening or chamber at a time.\nThe animated opening or chamber has a Strength score of 30 and an attack bonus equal to your level + your Wisdom modifier + 7 for its Strength.\nIf it has any single dimension (height, length, or width) of 8 feet or more, it has a -1 size penalty on attack rolls for being Large.\nAn animated opening can make one grapple attack each round against a creature passing through.\nIf it succeeds with its grab attempt, it makes a grapple check and deals 2d6+10 points of normal damage with a successful hold.\nA Large opening gains a +4 special size modifier and deals 2d8+10 points of damage.\nAn animated chamber works the same way, except that it can make a separate attack against every creature inside.\nThe animated stone has an Armor Class of 15, or 14 if Large (-1 size), and a hardness of 8.\nAn opening has 40 hit points (60 if Large).\nA chamber has 60 hit points (90 if Large).","short_description":"You cause a single natural opening or natural chamber to become animated.","material_components":"0","name":"Maw of Stone","level":"","full_text":"<div><p><h5>Maw of Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One cave mouth or natural chamber up to 15 ft. high and wide<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a single natural opening or natural chamber to become animated.<br \/>The opening or chamber cannot move, but it can attack.<br \/>You can order it to attack any creature, or a specific type of creature.<br \/>You also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something.<br \/>An animated opening can only attack creatures that try to move through it.<br \/>An animated chamber can attack every creature inside.<br \/>Only one maw of stone can be in effect on a particular opening or chamber at a time.<br \/>The animated opening or chamber has a Strength score of 30 and an attack bonus equal to your level + your Wisdom modifier + 7 for its Strength.<br \/>If it has any single dimension (height, length, or width) of 8 feet or more, it has a -1 size penalty on attack rolls for being Large.<br \/>An animated opening can make one grapple attack each round against a creature passing through.<br \/>If it succeeds with its grab attempt, it makes a grapple check and deals 2d6+10 points of normal damage with a successful hold.<br \/>A Large opening gains a +4 special size modifier and deals 2d8+10 points of damage.<br \/>An animated chamber works the same way, except that it can make a separate attack against every creature inside.<br \/>The animated stone has an Armor Class of 15, or 14 if Large (-1 size), and a hardness of 8.<br \/>An opening has 40 hit points (60 if Large).<br \/>A chamber has 60 hit points (90 if Large).<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Six or more Diminutive or Fine objects, all within 1 ft. of each other, whose total weight does not exceed 25 lb.","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"No","description":"You can point to a collection of little, unsecured items and cause them to fly off in all directions simultaneously.\nThe spray of items makes a burst with a 10-foot radius.\nIf the items are fairly hard or sharp (such as stones, sling bullets, coins, or the like), creatures in the burst take 1d8 points of damage.\nA successful Reflex save negates this damage.\nEggs, fruit, and other soft objects can be used, but the damage then dealt is subdual damage.","short_description":"You can point to a collection of little, unsecured items and cause them to fly off in all directions ...","material_components":"0","name":"Scatterspray","level":"Harper Scout 1 \/ Hathran 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Scatterspray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Harper Scout 1 \/ Hathran 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can point to a collection of little, unsecured items and cause them to fly off in all directions simultaneously.<br \/>The spray of items makes a burst with a 10-foot radius.<br \/>If the items are fairly hard or sharp (such as stones, sling bullets, coins, or the like), creatures in the burst take 1d8 points of damage.<br \/>A successful Reflex save negates this damage.<br \/>Eggs, fruit, and other soft objects can be used, but the damage then dealt is subdual damage.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"1 humanoid of Medium-size or smaller","effect":"","area":"","duration":"1 day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You turn a humanoid into a driderlike creature that obeys your mental commands.\nThe transmuted subject gains a spider's body with a humanoid head, arms, and torso, just like a drider.\nThe subject has a drider's speed, natural armor, bite attack, and poison (but see below).\nThe subject gains a +4 bonus to its Strength, Dexterity, and Constitution scores.\nThe subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution score), alignment, base attack bonus, and base saves.\n(New Strength, Dexterity, and Constitution scores may affect final Armor Class, attack, and save bonuses).\nThe subject's equipment remains and continues to function as long as it fits a drider's body shape.\nOtherwise it is subsumed into the new form and ceases to function for the duration of the spell.\nRetained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist).\nNonfunctioning items include anything worn on the legs, feet, or the whole body (armor, robes, vestments, and boots).\nThe subject's bite delivers a poison with a Fortitude save DC of 16 + your Wisdom bonus.\nInitial and secondary damage is 1d6 points of temporary Strength damage.\nYour control over the subject is like that provided by a dominate person spell.\n(You telepathically control the creature so long as it remains within range).\nAlthough spider curse is similar to polymorph other, it does not heal damage or cause disorientation.","short_description":"You turn a humanoid into a driderlike creature that obeys your mental commands.","material_components":"0","name":"Spider Curse","level":"","full_text":"<div><p><h5>Spider Curse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You turn a humanoid into a driderlike creature that obeys your mental commands.<br \/>The transmuted subject gains a spider&#39;s body with a humanoid head, arms, and torso, just like a drider.<br \/>The subject has a drider&#39;s speed, natural armor, bite attack, and poison (but see below).<br \/>The subject gains a +4 bonus to its Strength, Dexterity, and Constitution scores.<br \/>The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution score), alignment, base attack bonus, and base saves.<br \/>(New Strength, Dexterity, and Constitution scores may affect final Armor Class, attack, and save bonuses).<br \/>The subject&#39;s equipment remains and continues to function as long as it fits a drider&#39;s body shape.<br \/>Otherwise it is subsumed into the new form and ceases to function for the duration of the spell.<br \/>Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist).<br \/>Nonfunctioning items include anything worn on the legs, feet, or the whole body (armor, robes, vestments, and boots).<br \/>The subject&#39;s bite delivers a poison with a Fortitude save DC of 16 + your Wisdom bonus.<br \/>Initial and secondary damage is 1d6 points of temporary Strength damage.<br \/>Your control over the subject is like that provided by a dominate person spell.<br \/>(You telepathically control the creature so long as it remains within range).<br \/>Although spider curse is similar to polymorph other, it does not heal damage or cause disorientation.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing creature\/level, all within 30 ft. of each other","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"As polymorph other, except you polymorph up to one willing creature per level into a monstrous spider of any size from Tiny to Huge as you decide (see Appendix 2 in the Monster Manual).\nAll the creatures you transmute must become spiders of the same size.\nThe spell has no effect on unwilling creatures.\nSubjects remain in the spider form until the spell expires or you dismiss the spell for all subjects.\nIn addition, an individual subject may choose to resume her normal form as a full-round action.\nDoing so ends the spell for her and her alone.\nParts separated from the resulting spiders do not revert to their original forms, so the resulting spiders have poisonous bites.\nCreatures polymorphed by spider shapes don't suffer the disorientation penalty that those transformed by polymorph other often do.\nSubjects of spider shapes regain hit points as though they had rested for a day.","short_description":"As polymorph other, except you polymorph up to one willing creature per level into a monstrous spider...","material_components":"0","name":"Spider Shapes","level":"","full_text":"<div><p><h5>Spider Shapes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>As polymorph other, except you polymorph up to one willing creature per level into a monstrous spider of any size from Tiny to Huge as you decide (see Appendix 2 in the Monster Manual).<br \/>All the creatures you transmute must become spiders of the same size.<br \/>The spell has no effect on unwilling creatures.<br \/>Subjects remain in the spider form until the spell expires or you dismiss the spell for all subjects.<br \/>In addition, an individual subject may choose to resume her normal form as a full-round action.<br \/>Doing so ends the spell for her and her alone.<br \/>Parts separated from the resulting spiders do not revert to their original forms, so the resulting spiders have poisonous bites.<br \/>Creatures polymorphed by spider shapes don&#39;t suffer the disorientation penalty that those transformed by polymorph other often do.<br \/>Subjects of spider shapes regain hit points as though they had rested for a day.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"You can polymorph into a drider or Tiny, Small, Medium-size, or Large monstrous spider (see the Monster Manual).\nYou regain lost hit points as if you rested for a day on the initial transformation.\nThe spell lasts until you decide to resume your normal shape.\nYou acquire the physical and natural abilities of the creature you polymorph into, including natural size, Strength, Dexterity, and Constitution scores, armor, attack routines, and movement capabilities.\nUnlike polymorph self, you acquire the poisonous bite and web-spinning ability of whichever spider form you choose.\nYou do not suffer any disorientation.\nYou retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution score), alignment, base attack bonus, and base saves.\n(New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses).\nYou can cast spells and use magic items if you choose drider form, but no other spider form is capable of spellcasting or manipulating devices.\nIf you choose drider form, your equipment remains and continues to function as long as it fits a drider's body shape.\nRetained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist).\nOtherwise your equipment is subsumed into the new form and ceases to function for the duration of the spell.","short_description":"You can polymorph into a drider or Tiny, Small, Medium-size, or Large monstrous spider (see the Monst...","material_components":"0","name":"Spiderform","level":"","full_text":"<div><p><h5>Spiderform<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You can polymorph into a drider or Tiny, Small, Medium-size, or Large monstrous spider (see the Monster Manual).<br \/>You regain lost hit points as if you rested for a day on the initial transformation.<br \/>The spell lasts until you decide to resume your normal shape.<br \/>You acquire the physical and natural abilities of the creature you polymorph into, including natural size, Strength, Dexterity, and Constitution scores, armor, attack routines, and movement capabilities.<br \/>Unlike polymorph self, you acquire the poisonous bite and web-spinning ability of whichever spider form you choose.<br \/>You do not suffer any disorientation.<br \/>You retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution score), alignment, base attack bonus, and base saves.<br \/>(New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses).<br \/>You can cast spells and use magic items if you choose drider form, but no other spider form is capable of spellcasting or manipulating devices.<br \/>If you choose drider form, your equipment remains and continues to function as long as it fits a drider&#39;s body shape.<br \/>Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist).<br \/>Otherwise your equipment is subsumed into the new form and ceases to function for the duration of the spell.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1d3 pebbles or 1d3 vermin, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You transform 1d3 pebbles into stone constructs that resemble monstrous spiders.\nThe constructs can be any size from Tiny to Huge as you decide, but all the constructs you create must be the same size.\nThe constructs have the same statistics as monstrous spiders (see Appendix 2 in the Monster Manual) of the appropriate size, except as follows: Their natural armor increases by +6.\nThey have damage reduction 30\/+2.\nTheir poison has a Fortitude save DC of 17 + your Wisdom modifier.\nInitial and secondary damage is 1d3 points of temporary Strength damage.\nIf the constructs can hear your commands, you can direct them not to attack, to attack particular enemies, or to perform other actions.\nOtherwise, they simply attack your enemies to the best of their abilities.\nAlternatively, you can cast stone spiders on 1d3 vermin of any type or size.\nThe affected vermin gain the benefits of a stoneskin spell (damage reduction 10\/+5) for 1 round per caster level.","short_description":"You transform 1d3 pebbles into stone constructs that resemble monstrous spiders.","material_components":"0","name":"Stone Spiders","level":"","full_text":"<div><p><h5>Stone Spiders<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You transform 1d3 pebbles into stone constructs that resemble monstrous spiders.<br \/>The constructs can be any size from Tiny to Huge as you decide, but all the constructs you create must be the same size.<br \/>The constructs have the same statistics as monstrous spiders (see Appendix 2 in the Monster Manual) of the appropriate size, except as follows: Their natural armor increases by +6.<br \/>They have damage reduction 30\/+2.<br \/>Their poison has a Fortitude save DC of 17 + your Wisdom modifier.<br \/>Initial and secondary damage is 1d3 points of temporary Strength damage.<br \/>If the constructs can hear your commands, you can direct them not to attack, to attack particular enemies, or to perform other actions.<br \/>Otherwise, they simply attack your enemies to the best of their abilities.<br \/>Alternatively, you can cast stone spiders on 1d3 vermin of any type or size.<br \/>The affected vermin gain the benefits of a stoneskin spell (damage reduction 10\/+5) for 1 round per caster level.<\/p><\/p>Reference: Forgotten Realms Campaign Setting<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You bring into being a mobile, spherical energy field that protects against cold.\nAll creatures within the area of the spell are granted immunity to cold.\nIn addition, the sphere prevents the entrance of any creature with the cold subtype.\nThe effect hedges out such creatures in the area when it is cast.\nThis spell may be used only defensively, not aggressively.\nForcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see Abjuration, page 172 of the Player's Handbook).","short_description":"You bring into being a mobile, spherical energy field that protects against cold.","material_components":"0","name":"Anticold Sphere","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Anticold Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bring into being a mobile, spherical energy field that protects against cold.<br \/>All creatures within the area of the spell are granted immunity to cold.<br \/>In addition, the sphere prevents the entrance of any creature with the cold subtype.<br \/>The effect hedges out such creatures in the area when it is cast.<br \/>This spell may be used only defensively, not aggressively.<br \/>Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see Abjuration, page 172 of the Player&#39;s Handbook).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dispel evil (see page 222 of the Player's Handbook), except that you are surrounded by constant, blue-white cold energy, and the spell affects cold creatures and spells rather than evil ones.","short_description":"This spell functions like dispel evil (see page 222 of the Player's Handbook), except that you are su...","material_components":"0","name":"Dispel Cold","level":"Cleric 5","full_text":"<div><p><h5>Dispel Cold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dispel evil (see page 222 of the Player&#39;s Handbook), except that you are surrounded by constant, blue-white cold energy, and the spell affects cold creatures and spells rather than evil ones.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dispel evil (see page 222 of the Player's Handbook), except that you are surrounded by constant red, orange, and yellow flames, and the spell affects fire creatures and spells rather than evil ones.","short_description":"This spell functions like dispel evil (see page 222 of the Player's Handbook), except that you are su...","material_components":"0","name":"Dispel Fire","level":"Cleric 5 \/ Disciple of Thrym 5","full_text":"<div><p><h5>Dispel Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Disciple of Thrym 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dispel evil (see page 222 of the Player&#39;s Handbook), except that you are surrounded by constant red, orange, and yellow flames, and the spell affects fire creatures and spells rather than evil ones.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius spherical emanation, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A frosty sphere of cold energy surrounds you and excludes all spells and spell-like abilities with the fire descriptor of 3rd level or lower.\nThis spell functions like globe of invulnerability, except that it affects only fire spells.\nIn addition, the frosty opaqueness of the globe grants concealment (20%miss chance) to those within the area against attacks from outside.\nLikewise, targets outside the globe gain concealment against attacks from those within the spell's area.\nArcane Material Component: A tiny sphere of ice that shatters at the expiration of the spell.","short_description":"A frosty sphere of cold energy surrounds you and excludes all spells and spell-like abilities with th...","material_components":"0","name":"Glacial Globe of Invulnerability","level":"Cleric 4 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 4","full_text":"<div><p><h5>Glacial Globe of Invulnerability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A frosty sphere of cold energy surrounds you and excludes all spells and spell-like abilities with the fire descriptor of 3rd level or lower.<br \/>This spell functions like globe of invulnerability, except that it affects only fire spells.<br \/>In addition, the frosty opaqueness of the globe grants concealment (20%miss chance) to those within the area against attacks from outside.<br \/>Likewise, targets outside the globe gain concealment against attacks from those within the spell&#39;s area.<br \/>Arcane Material Component: A tiny sphere of ice that shatters at the expiration of the spell.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A faint, shimmering reddish energy encases the subject's body, granting spell resistance 18 against fire spells and spell-like abilities.\nIn addition, any creature using a fire-based supernatural ability on the subject (such as a breath weapon) must succeed on a DC 18 level check (1d20 + level or HD) to affect a creature warded by this spell.\nMaterial Component: A pinch of sulfur.","short_description":"A faint, shimmering reddish energy encases the subject's body, granting spell resistance 18 against f...","material_components":"0","name":"Glacial Ward","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Glacial Ward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A faint, shimmering reddish energy encases the subject&#39;s body, granting spell resistance 18 against fire spells and spell-like abilities.<br \/>In addition, any creature using a fire-based supernatural ability on the subject (such as a breath weapon) must succeed on a DC 18 level check (1d20 + level or HD) to affect a creature warded by this spell.<br \/>Material Component: A pinch of sulfur.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius spherical emanation, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A 10-foot-radius globe of swirling coldfire surrounds you, granting you and anyone inside the globe spell resistance 25 against all fire spells and spell-like effects.\nIn addition, any creature using a fire-based supernatural ability on a target inside the globe (such as a breath weapon) must also make a caster level check to affect the target.\nThe globe does not offer protection against natural heat and fire, including immersion in lava.\nMaterial Component: A pinch of sulfur.\nColdfire Component:One ounce of coldfire.","short_description":"A 10-foot-radius globe of swirling coldfire surrounds you, granting you and anyone inside the globe s...","material_components":"0","name":"Glacial Ward, Greater","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Glacial Ward, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A 10-foot-radius globe of swirling coldfire surrounds you, granting you and anyone inside the globe spell resistance 25 against all fire spells and spell-like effects.<br \/>In addition, any creature using a fire-based supernatural ability on a target inside the globe (such as a breath weapon) must also make a caster level check to affect the target.<br \/>The globe does not offer protection against natural heat and fire, including immersion in lava.<br \/>Material Component: A pinch of sulfur.<br \/>Coldfire Component:One ounce of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains resistance to blows, cuts, stabs, and slashes.\nThe subject gains damage reduction 15\/-.\nThe spell prevents a total of 10 points of damage per caster level (maximum 150 points).\nWhile protected by the spell, the creature also has vulnerability to fire and takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.\nThe duration increases to 10 minutes per level when in a frostfell environment.\nMaterial Component: A pinch of sleet.\nColdfire Component: Five ounces of coldfire.","short_description":"The warded creature gains resistance to blows, cuts, stabs, and slashes.","material_components":"0","name":"Ice Shield","level":"Druid 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ice Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains resistance to blows, cuts, stabs, and slashes.<br \/>The subject gains damage reduction 15\/-.<br \/>The spell prevents a total of 10 points of damage per caster level (maximum 150 points).<br \/>While protected by the spell, the creature also has vulnerability to fire and takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.<br \/>The duration increases to 10 minutes per level when in a frostfell environment.<br \/>Material Component: A pinch of sleet.<br \/>Coldfire Component: Five ounces of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One 10-ft. square section of ceiling or doorframe","duration":"Until discharged (D)","saving_throw":"See text","spell_resistance":"Yes","description":"You create icicles on a ceiling, doorway, or similar overhang.\nThe icicles fall when a creature walks beneath them, dealing 4d6 points of piercing damage.\nAnyone directly under the area takes this damage with no saving throw.\nOthers within 5 feet of the icicles take half damage, or none if they succeed on a Reflex saving throw.\nThe caster and any characters you choose can walk under the icicles or through the doorway without triggering the ice attack.\nLikewise, you can remove the icicles whenever desired.\nOthers can remove them with a successful dispel magic or 10 points of fire damage.\nHowever, an unsuccessful attempt to dispel or melt the icicles automatically triggers the attack.","short_description":"You create icicles on a ceiling, doorway, or similar overhang.","material_components":"0","name":"Icicle","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Icicle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create icicles on a ceiling, doorway, or similar overhang.<br \/>The icicles fall when a creature walks beneath them, dealing 4d6 points of piercing damage.<br \/>Anyone directly under the area takes this damage with no saving throw.<br \/>Others within 5 feet of the icicles take half damage, or none if they succeed on a Reflex saving throw.<br \/>The caster and any characters you choose can walk under the icicles or through the doorway without triggering the ice attack.<br \/>Likewise, you can remove the icicles whenever desired.<br \/>Others can remove them with a successful dispel magic or 10 points of fire damage.<br \/>However, an unsuccessful attempt to dispel or melt the icicles automatically triggers the attack.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Fog spreads in a 30-ft. radius, 20 ft. high","area":"","duration":"10 min.\/level","saving_throw":"Fortitude half","spell_resistance":"No","description":"A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point.\nThe fog obscures all sight, including darkvision, beyond 5 feet.\nA creature 5 feet away has concealment (20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).\nIn addition, the sharp ice particles tear the skin of those moving through the area, causing 4 points of damage per round, half of which is cold damage.\nA strong wind (21+ mph) disperses the fog in 4 rounds; a severe wind (31+ mph) disperses the fog in 1 round.\nDispersing the fog in this manner, however, causes damage to those within its area as the icy shards whip past.\nA strong wind causes 4 points of damage per round (half cold); a severe wind causes 8 points of damage (half cold).","short_description":"A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point.","material_components":"0","name":"Arctic Haze","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Arctic Haze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fog spreads in a 30-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point.<br \/>The fog obscures all sight, including darkvision, beyond 5 feet.<br \/>A creature 5 feet away has concealment (20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker can&#39;t use sight to locate the target).<br \/>In addition, the sharp ice particles tear the skin of those moving through the area, causing 4 points of damage per round, half of which is cold damage.<br \/>A strong wind (21+ mph) disperses the fog in 4 rounds; a severe wind (31+ mph) disperses the fog in 1 round.<br \/>Dispersing the fog in this manner, however, causes damage to those within its area as the icy shards whip past.<br \/>A strong wind causes 4 points of damage per round (half cold); a severe wind causes 8 points of damage (half cold).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One column of ice, 10-ft. radius and 5 ft.\/level in height","area":"","duration":"Permanent","saving_throw":"Reflex negates","spell_resistance":"No","description":"A column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air.\nCreatures making a Reflex saving throw can choose to avoid the column.\nMoving or fighting atop the ice column requires a DC 10 Balance check.\nThose who fail fall prone and must immediately succeed on a DC 12 Reflex saving throw or slip off the column, taking commensurate falling damage.\nCreatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of damage.\nMagical Ice Column: 10 feet thick; hardness 16; hp 160; break DC 90; Climb DC 30.\nArcane Material Component: A 2-inch rod of ice.","short_description":"A column of ice rises from the ground, lifting any object or creature (including you) standing in the...","material_components":"0","name":"Column of Ice","level":"Druid 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Column of Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One column of ice, 10-ft. radius and 5 ft.\/level in height<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air.<br \/>Creatures making a Reflex saving throw can choose to avoid the column.<br \/>Moving or fighting atop the ice column requires a DC 10 Balance check.<br \/>Those who fail fall prone and must immediately succeed on a DC 12 Reflex saving throw or slip off the column, taking commensurate falling damage.<br \/>Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of damage.<br \/>Magical Ice Column: 10 feet thick; hardness 16; hp 160; break DC 90; Climb DC 30.<br \/>Arcane Material Component: A 2-inch rod of ice.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Three different creatures or objects","effect":"","area":"","duration":"3 rounds","saving_throw":"Reflex partial","spell_resistance":"No","description":"This spell may only be cast in an outdoor area; it fails if cast indoors or underground.\nWhen you cast this spell, you cause three frozen comets to strike down upon any three different creatures or objects in range.\nYou must make a ranged touch attack to hit each target.\nEach target struck takes 3d6 points of bludgeoning damage and 1d4 points of cold damage per level (maximum 10d4), and is stunned for one round.\nA successful Reflex save negates the bludgeoning damage and the stunning effects, but not the cold damage.\nEach round the spell persists, another three frozen comets rain down upon the original three targets; as a standard action you can select new targets for one, two, or all three comets.","short_description":"This spell may only be cast in an outdoor area; it fails if cast indoors or underground.","material_components":"0","name":"Cometstrike","level":"Druid 9","full_text":"<div><p><h5>Cometstrike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell may only be cast in an outdoor area; it fails if cast indoors or underground.<br \/>When you cast this spell, you cause three frozen comets to strike down upon any three different creatures or objects in range.<br \/>You must make a ranged touch attack to hit each target.<br \/>Each target struck takes 3d6 points of bludgeoning damage and 1d4 points of cold damage per level (maximum 10d4), and is stunned for one round.<br \/>A successful Reflex save negates the bludgeoning damage and the stunning effects, but not the cold damage.<br \/>Each round the spell persists, another three frozen comets rain down upon the original three targets; as a standard action you can select new targets for one, two, or all three comets.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One conjured ice creature","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell creates a creature constructed from magical ice.\nIt appears where you designate and acts immediately, on your turn.\nIt attacks your opponents to the best of its ability.\nIf you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.\nThe spell conjures one of the creatures from the 1st-level list of either the summon monster table or the summon nature's ally table (pages 287-288 of the Player's Handbook).\nThe conjured creature cannot have the fire subtype.\nYou choose which kind of creature to conjure, and you can change that choice each time you cast the spell.\nThe conjured creature is a construct made of magical ice, gaining the ice beast template (see page 138).\nIn all other ways, conjure ice beast I functions like summon monster I.","short_description":"This spell creates a creature constructed from magical ice.","material_components":"0","name":"Conjure Ice Beast I","level":"Cleric 1 \/ Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Conjure Ice Beast I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One conjured ice creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a creature constructed from magical ice.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It attacks your opponents to the best of its ability.<br \/>If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.<br \/>The spell conjures one of the creatures from the 1st-level list of either the summon monster table or the summon nature&#39;s ally table (pages 287-288 of the Player&#39;s Handbook).<br \/>The conjured creature cannot have the fire subtype.<br \/>You choose which kind of creature to conjure, and you can change that choice each time you cast the spell.<br \/>The conjured creature is a construct made of magical ice, gaining the ice beast template (see page 138).<br \/>In all other ways, conjure ice beast I functions like summon monster I.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 2nd-level list or two creatures of the same kind from the 1st-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 2nd-...","material_components":"0","name":"Conjure Ice Beast II","level":"Cleric 2 \/ Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Conjure Ice Beast II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 2nd-level list or two creatures of the same kind from the 1st-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 3rd-level list, two creatures of the same kind from the 2nd-level list, or four creatures of the same kind from the 1st-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 3rd-...","material_components":"0","name":"Conjure Ice Beast Iii","level":"Cleric 3 \/ Druid 3 \/ Ranger 3","full_text":"<div><p><h5>Conjure Ice Beast Iii<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 3rd-level list, two creatures of the same kind from the 2nd-level list, or four creatures of the same kind from the 1st-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 4th-level list, two creatures of the same kind from the 3rd-level list, or four creatures of the same kind from a lower-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 4th-...","material_components":"0","name":"Conjure Ice Beast Iv","level":"Cleric 4 \/ Druid 4 \/ Ranger 4","full_text":"<div><p><h5>Conjure Ice Beast Iv<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 4th-level list, two creatures of the same kind from the 3rd-level list, or four creatures of the same kind from a lower-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 5th-level list, two creatures of the same kind from the 4th-level list, or four creatures of the same kind from a lower-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 5th-...","material_components":"0","name":"Conjure Ice Beast V","level":"Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Conjure Ice Beast V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 5th-level list, two creatures of the same kind from the 4th-level list, or four creatures of the same kind from a lower-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 6th-level list, two creatures of the same kind from the 5th-level list, or four creatures of the same kind from a lower-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 6th-...","material_components":"0","name":"Conjure Ice Beast Vi","level":"Cleric 6 \/ Druid 6","full_text":"<div><p><h5>Conjure Ice Beast Vi<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 6th-level list, two creatures of the same kind from the 5th-level list, or four creatures of the same kind from a lower-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 7th-level list, two creatures of the same kind from the 6th-level list, or four creatures of the same kind from a lower-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 7th-...","material_components":"0","name":"Conjure Ice Beast Vii","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Conjure Ice Beast Vii<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 7th-level list, two creatures of the same kind from the 6th-level list, or four creatures of the same kind from a lower-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 8th-level list, two creatures of the same kind from the 7th-level list, or four creatures of the same kind from a lower-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 8th-...","material_components":"0","name":"Conjure Ice Beast Viii","level":"Cleric 8 \/ Druid 8","full_text":"<div><p><h5>Conjure Ice Beast Viii<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 8th-level list, two creatures of the same kind from the 7th-level list, or four creatures of the same kind from a lower-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One or more conjured ice creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 9th-level list, two creatures of the same kind from the 8th-level list, or four creatures of the same kind from a lower-level list.","short_description":"This spell functions like conjure ice beast I, except that you can conjure one creature from the 9th-...","material_components":"0","name":"Conjure Ice Beast Ix","level":"Cleric 9 \/ Druid 9","full_text":"<div><p><h5>Conjure Ice Beast Ix<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more conjured ice creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conjure ice beast I, except that you can conjure one creature from the 9th-level list, two creatures of the same kind from the 8th-level list, or four creatures of the same kind from a lower-level list.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"One object of up to 5 lb.\/level","area":"","duration":"1 min.\/level","saving_throw":"None (harmless)","spell_resistance":"No","description":"You conjure into being a block of transparent ice in the shape of any object you have seen at least once before, up to the weight limit (to a maximum of 50 pounds at 10th level).\nAny object with moving parts does not function (for example, a crossbow).\nYou must succeed on an appropriate Craft check to make a complex item.","short_description":"You conjure into being a block of transparent ice in the shape of any object you have seen at least o...","material_components":"0","name":"Conjure Ice Object","level":"Cleric 2 \/ Druid 2 \/ Disciple of Thrym 2","full_text":"<div><p><h5>Conjure Ice Object<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Disciple of Thrym 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One object of up to 5 lb.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure into being a block of transparent ice in the shape of any object you have seen at least once before, up to the weight limit (to a maximum of 50 pounds at 10th level).<br \/>Any object with moving parts does not function (for example, a crossbow).<br \/>You must succeed on an appropriate Craft check to make a complex item.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (40-ft radius, 20 ft. high)","duration":"1 round\/level","saving_throw":"Fortitude half","spell_resistance":"No","description":"You call into being an intense storm of death hail in the area you designate.\nCreatures in the area must succeed on a Fortitude save or take 1d2 points of Strength and Constitution damage.","short_description":"You call into being an intense storm of death hail in the area you designate.","material_components":"0","name":"Death Hail","level":"Druid 6","full_text":"<div><p><h5>Death Hail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You call into being an intense storm of death hail in the area you designate.<br \/>Creatures in the area must succeed on a Fortitude save or take 1d2 points of Strength and Constitution damage.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/2 levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"You chill the air and create a layer of frost on the skin of target creatures.\nThe targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and 2d6 points of Dexterity damage.\nCreatures dropping to 0 Dexterity are frozen in a layer of ice, shivering and unable to attack, move, or defend.","short_description":"You chill the air and create a layer of frost on the skin of target creatures.","material_components":"0","name":"Frostbite","level":"Cleric 5 \/ Disciple of Thrym 5","full_text":"<div><p><h5>Frostbite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Disciple of Thrym 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You chill the air and create a layer of frost on the skin of target creatures.<br \/>The targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and 2d6 points of Dexterity damage.<br \/>Creatures dropping to 0 Dexterity are frozen in a layer of ice, shivering and unable to attack, move, or defend.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until expended; see text","saving_throw":"","spell_resistance":"","description":"You gain the ability to instantly teleport from one area of slush, snow, or ice to any other area of slush, snow, or ice up to the distance indicated on the table below.\nTransport distance is based upon the substance touched at the point of departure, not at the point of arrival.\nYou may wait to travel in this manner up to the duration of the spell, holding the charge, but immediately upon arriving at the destination point, the spell ends.","short_description":"You gain the ability to instantly teleport from one area of slush, snow, or ice to any other area of ...","material_components":"0","name":"Frostfell Slide","level":"Druid 4 \/ Ranger 4","full_text":"<div><p><h5>Frostfell Slide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until expended; see text<br\/><\/td><\/tr><\/table><p>\t<p>You gain the ability to instantly teleport from one area of slush, snow, or ice to any other area of slush, snow, or ice up to the distance indicated on the table below.<br \/>Transport distance is based upon the substance touched at the point of departure, not at the point of arrival.<br \/>You may wait to travel in this manner up to the duration of the spell, holding the charge, but immediately upon arriving at the destination point, the spell ends.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels); see text","target":"","effect":"One 20-ft. cube\/2 levels","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, you bring into existence 20-foot cubes of animated glacial ice (one per two caster levels, to a maximum of ten glaciers at 20th level), which need not appear adjacent to one another, butmust be placed on a horizontal surface.\nGlaciers placed in the air or on nonhorizontal surfaces do not appear, but are deducted from the number of glaciers the caster may conjure.\nThe glaciers remain stationary unless commanded, attacking any creatures within 5 feet with a +15 slam attack that deals 2d8+4 points of damage, plus 3d6 points of cold damage.\nAs a standard action, you may command any number of glaciers to move at a speed of 10 feet.\nYou cannot command any glacier to move more than 100 feet away from you, and if you move more than 100 feet from any glacier, that glacier remains stationary, attacking any creatures in its area (but it can be commanded again if you move with in 100 feet).\nA glacier has 20 hit points per caster level and a hardness of 0.\nCreatures can hit the glacier automatically.\nFire, including a fireball spell and red dragon breath, can melt a glacier, and it deals full damage to the ice (instead of the normal half damage taken by objects).\nSuddenly melting a glacier creates a great cloud of steamy fog that lasts for 10 minutes.","short_description":"When you cast this spell, you bring into existence 20-foot cubes of animated glacial ice (one per two...","material_components":"0","name":"Glacier","level":"Druid 8","full_text":"<div><p><h5>Glacier<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One 20-ft. cube\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you bring into existence 20-foot cubes of animated glacial ice (one per two caster levels, to a maximum of ten glaciers at 20th level), which need not appear adjacent to one another, butmust be placed on a horizontal surface.<br \/>Glaciers placed in the air or on nonhorizontal surfaces do not appear, but are deducted from the number of glaciers the caster may conjure.<br \/>The glaciers remain stationary unless commanded, attacking any creatures within 5 feet with a +15 slam attack that deals 2d8+4 points of damage, plus 3d6 points of cold damage.<br \/>As a standard action, you may command any number of glaciers to move at a speed of 10 feet.<br \/>You cannot command any glacier to move more than 100 feet away from you, and if you move more than 100 feet from any glacier, that glacier remains stationary, attacking any creatures in its area (but it can be commanded again if you move with in 100 feet).<br \/>A glacier has 20 hit points per caster level and a hardness of 0.<br \/>Creatures can hit the glacier automatically.<br \/>Fire, including a fireball spell and red dragon breath, can melt a glacier, and it deals full damage to the ice (instead of the normal half damage taken by objects).<br \/>Suddenly melting a glacier creates a great cloud of steamy fog that lasts for 10 minutes.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Lock touched","effect":"","area":"","duration":"10 min.\/level; see text","saving_throw":"None","spell_resistance":"No","description":"You jam a locking mechanism with ice, raising its Open Lock DC by 10 and the lock's hardness by 5.\nFire attacks against the lock deal double damage.\nIn cold or lower temperature bands, this spell lasts 1 hour per level.","short_description":"You jam a locking mechanism with ice, raising its Open Lock DC by 10 and the lock's hardness by 5.","material_components":"0","name":"Glaze Lock","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Glaze Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You jam a locking mechanism with ice, raising its Open Lock DC by 10 and the lock&#39;s hardness by 5.<br \/>Fire attacks against the lock deal double damage.<br \/>In cold or lower temperature bands, this spell lasts 1 hour per level.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Fortress of ice and snow","area":"","duration":"24 hours","saving_throw":"No","spell_resistance":"No","description":"You create a huge castle of ice and snow, fully formed with walls, towers, gates, and battlements and magical wards.\nThe castle includes a single main gate and a sally port, a drawbridge, a 30-foot diameter central tower made of blue ice (see page 80), and one additional tower per 6 levels of the caster.\nThe size of the castle is determined by the location of the towers, which enclose an open courtyard.\nThe maximum perimeter of the structure is 20 feet per caster level.\nIn addition, you can place any or all of the following three magical effects in the castle.\n1. Icicle spells in two areas (typically in the gatehouse and in the central tower).\nSaving Throw: See text.\nSpell Resistance: No.\n2. Ice slick spells triggered an intruder steps on the tower stairs.\nSaving Throw: See text.\nSpell Resistance: No.\n3. Obscuring snow in any corridors or rooms, obscuring all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has concealment (attacks have a 20% miss chance).\nCreatures father away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\nSaving Throw: None.\nSpell Resistance: No.\nThe castle can be created around living creatures, and in this case it rises up from the earth and snow around them.\nIt cannot be dropped onto creatures as an offensive spell.\nThe caster may choose to be lifted onto the roof of the central tower by centering the spell on himself.\nIf the castle is summoned on relatively level ground, a moat of icy water 20 feet wide surrounds the castle.\nIf summoned on sharply sloping ground, an icy crevasse 20 feet wide and 50 feet deep surrounds the castle.\nThe castle melts slowly whenever the temperature rises above freezing; an ice castle takes 1d6 points of damage each round in a place with temperatures above freezing.\nWhen struck by fire spells, the castle is damaged normally.\nThe castle has 200 hit points per 5-foot section and a hardness of 0.\nThe central tower is made of blue ice which has 300 hit points per 5-foot section and a hardness of 10 Creatures can hit the castle automatically.\nFire, including a fireball spell and red dragon breath, can melt the ice castle, and it deals full damage to the structure (instead of the normal half damage taken by objects).\nSuddenly melting an ice castle creates a great cloud of steamy fog that lasts for 10 minutes.\nArcane Focus: A piece of blue ice carved to resemble the desired castle worth 2,000 gp.","short_description":"You create a huge castle of ice and snow, fully formed with walls, towers, gates, and battlements and...","material_components":"0","name":"Ice Castle","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Ice Castle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fortress of ice and snow<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a huge castle of ice and snow, fully formed with walls, towers, gates, and battlements and magical wards.<br \/>The castle includes a single main gate and a sally port, a drawbridge, a 30-foot diameter central tower made of blue ice (see page 80), and one additional tower per 6 levels of the caster.<br \/>The size of the castle is determined by the location of the towers, which enclose an open courtyard.<br \/>The maximum perimeter of the structure is 20 feet per caster level.<br \/>In addition, you can place any or all of the following three magical effects in the castle.<br \/>1. Icicle spells in two areas (typically in the gatehouse and in the central tower).<br \/>Saving Throw: See text.<br \/>Spell Resistance: No.<br \/>2. Ice slick spells triggered an intruder steps on the tower stairs.<br \/>Saving Throw: See text.<br \/>Spell Resistance: No.<br \/>3. Obscuring snow in any corridors or rooms, obscuring all sight, including darkvision, beyond 5 feet.<br \/>A creature within 5 feet has concealment (attacks have a 20% miss chance).<br \/>Creatures father away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).<br \/>Saving Throw: None.<br \/>Spell Resistance: No.<br \/>The castle can be created around living creatures, and in this case it rises up from the earth and snow around them.<br \/>It cannot be &quot;dropped&quot; onto creatures as an offensive spell.<br \/>The caster may choose to be lifted onto the roof of the central tower by centering the spell on himself.<br \/>If the castle is summoned on relatively level ground, a moat of icy water 20 feet wide surrounds the castle.<br \/>If summoned on sharply sloping ground, an icy crevasse 20 feet wide and 50 feet deep surrounds the castle.<br \/>The castle melts slowly whenever the temperature rises above freezing; an ice castle takes 1d6 points of damage each round in a place with temperatures above freezing.<br \/>When struck by fire spells, the castle is damaged normally.<br \/>The castle has 200 hit points per 5-foot section and a hardness of 0.<br \/>The central tower is made of blue ice which has 300 hit points per 5-foot section and a hardness of 10 Creatures can hit the castle automatically.<br \/>Fire, including a fireball spell and red dragon breath, can melt the ice castle, and it deals full damage to the structure (instead of the normal half damage taken by objects).<br \/>Suddenly melting an ice castle creates a great cloud of steamy fog that lasts for 10 minutes.<br \/>Arcane Focus: A piece of blue ice carved to resemble the desired castle worth 2,000 gp.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more ice darts","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"A sharp, transparent icicle shoots from your fingertip.\nYou may fire one dart, plus one additional dart for every two levels beyond 3rd (to a maximum of five darts at 11th level).\nEach dart requires a ranged touch attack to hit and deals 2d4 points of damage, half of which is cold damage.","short_description":"A sharp, transparent icicle shoots from your fingertip.","material_components":"0","name":"Ice Darts","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Ice Darts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more ice darts<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A sharp, transparent icicle shoots from your fingertip.<br \/>You may fire one dart, plus one additional dart for every two levels beyond 3rd (to a maximum of five darts at 11th level).<br \/>Each dart requires a ranged touch attack to hit and deals 2d4 points of damage, half of which is cold damage.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Creates ship of ice","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"You create a ship made of ice.\nThe vessel can take one of two forms, depending on your needs at the time.\nThe form is chosen when the spell is cast and cannot be changed.\nIce Runner: This tiny, narrow ship appears with a set of stone runners that carry the ship at speeds of up to 80 mph over any level ice, such as a lake, river, or ocean pack ice.\nIt can carry one Medium creature per caster level, and it cannot move against the prevailing winds (though it can move at right angles to the wind).\nLarge creatures cannot fit on an ice runner.\nThis form has 40 hit points and a hardness of 3.\nIce Galleon: This sailing vessel can move against the wind at a steady pace of 5 mph, or with the wind at 10 mph.\nIt carries three Medium creatures per caster level, or one Large creature per level.\nThis form has 60 hit points and a hardness of 5.\nIf the ship is created in an area of temperature above freezing, it immediately begins to melt, taking 1d12 points of damage per hour.\nBoth forms begin to melt or crack slowly during the last hour of the spell regardless of temperature, and disappear into puddles or splinters of ice at the end of the spell's duration.\nMaterial Component: A small glass model of a ship worth at least 200 gp.","short_description":"You create a ship made of ice.","material_components":"0","name":"Ice Ship","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ice Ship<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Creates ship of ice<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You create a ship made of ice.<br \/>The vessel can take one of two forms, depending on your needs at the time.<br \/>The form is chosen when the spell is cast and cannot be changed.<br \/>Ice Runner: This tiny, narrow ship appears with a set of stone runners that carry the ship at speeds of up to 80 mph over any level ice, such as a lake, river, or ocean pack ice.<br \/>It can carry one Medium creature per caster level, and it cannot move against the prevailing winds (though it can move at right angles to the wind).<br \/>Large creatures cannot fit on an ice runner.<br \/>This form has 40 hit points and a hardness of 3.<br \/>Ice Galleon: This sailing vessel can move against the wind at a steady pace of 5 mph, or with the wind at 10 mph.<br \/>It carries three Medium creatures per caster level, or one Large creature per level.<br \/>This form has 60 hit points and a hardness of 5.<br \/>If the ship is created in an area of temperature above freezing, it immediately begins to melt, taking 1d12 points of damage per hour.<br \/>Both forms begin to melt or crack slowly during the last hour of the spell regardless of temperature, and disappear into puddles or splinters of ice at the end of the spell&#39;s duration.<br \/>Material Component: A small glass model of a ship worth at least 200 gp.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One 20-ft. square","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"An ice slick spell covers a solid surface with a layer of slippery ice.\nAny creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall.\nThose that succeed on the skill check can move at half speed across the surface, or can skate or glide normally.\nHowever, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.\nThe DM should adjust skill checks by circumstance.\nFor example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).","short_description":"An ice slick spell covers a solid surface with a layer of slippery ice.","material_components":"0","name":"Ice Slick","level":"Cleric 1","full_text":"<div><p><h5>Ice Slick<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An ice slick spell covers a solid surface with a layer of slippery ice.<br \/>Any creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall.<br \/>Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally.<br \/>However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.<br \/>The DM should adjust skill checks by circumstance.<br \/>For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Webs of coldfire in a 20-ft.-radius spread","area":"","duration":"10 min.\/level (D)","saving_throw":"Reflex negates; see text","spell_resistance":"No","description":"Ice web creates a many-layered mass of strong, frigid strands of pure coldfire.\nThese masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, or the like--or else the ice web collapses upon itself and disappears.\nCreatures caught within the ice web become entangled in the strands.\nAttacking a creature in an ice web won't cause you to become entangled.\nAny creature moving into or through the spell's area takes 1d6 points of frostburn damage per round.\nIn addition, anyone in the effect's area when the spell is cast must make a Reflex save.\nIf this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal (see below).\nIf the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check.\nOnce loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the ice web very slowly.\nEach round devoted to moving allows the creature to make a new Strength check or Escape Artist check.\nThe creature moves 5 feet for each full 5 points by which the check result exceeds 10.\nIf you have at least 5 feet of ice web between you and an opponent, it provides cover.\nIf you have at least 20 feet of ice web between you, it provides total cover.\nThe strands of an ice web are immune to damage from cold.\nAny fire--a torch, burning oil, a flaming sword, and so forth--can melt 5 square feet of coldfire strands in 1 round.\nIce web can be made permanent with a permanency spell.\nA permanent ice web that is damaged (but not destroyed) regrows in 10 minutes.\nCreatures with the cold subtype may pass unimpeded and unharmed through an ice web.\nColdfire Component: Two ounces of coldfire.","short_description":"Ice web creates a many-layered mass of strong, frigid strands of pure coldfire.","material_components":"0","name":"Ice Web","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ice Web<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Webs of coldfire in a 20-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Ice web creates a many-layered mass of strong, frigid strands of pure coldfire.<br \/>These masses must be anchored to two or more solid and diametrically opposed points&#8212;floor and ceiling, opposite walls, or the like&#8212;or else the ice web collapses upon itself and disappears.<br \/>Creatures caught within the ice web become entangled in the strands.<br \/>Attacking a creature in an ice web won&#39;t cause you to become entangled.<br \/>Any creature moving into or through the spell&#39;s area takes 1d6 points of frostburn damage per round.<br \/>In addition, anyone in the effect&#39;s area when the spell is cast must make a Reflex save.<br \/>If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal (see below).<br \/>If the save fails, the creature is entangled and can&#39;t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check.<br \/>Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the ice web very slowly.<br \/>Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check.<br \/>The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br \/>If you have at least 5 feet of ice web between you and an opponent, it provides cover.<br \/>If you have at least 20 feet of ice web between you, it provides total cover.<br \/>The strands of an ice web are immune to damage from cold.<br \/>Any fire&#8212;a torch, burning oil, a flaming sword, and so forth&#8212;can melt 5 square feet of coldfire strands in 1 round.<br \/>Ice web can be made permanent with a permanency spell.<br \/>A permanent ice web that is damaged (but not destroyed) regrows in 10 minutes.<br \/>Creatures with the cold subtype may pass unimpeded and unharmed through an ice web.<br \/>Coldfire Component: Two ounces of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"20-ft.-radius avalanche of snow, centered anywhere within range; see text","area":"","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.\nThe obedient avalanche affects creatures differently, depending on where they are in relation to the avalanche.\nWithin 20 Feet of the Center Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels.\nCreatures who fail their saves are also buried (as described in Avalanches, page 90 of the Dungeon Master's Guide).\nAll squares within 20 feet of the center point are covered in heavy snow (see page 94 of the Dungeon Master's Guide),\nwhich persists as long as ordinary snow would.\nBetween 20 Feet and 40 Feet of the Center Point: Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex save negates).\nCreatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed.\nThe snow has a +13 bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check, and it pushes characters away from the center point of the spell.\nAll squares in the 20-foot to 40-foot ring are covered in light snow, which persists as long as ordinary snow would.\nTerrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (as described on page 91 of the Dungeon Master's Guide) even after the snow melts.\nStructures struck by an obedient avalanche take 1d610 points of damage.\nThe obedient avalanche extinguishes all flames, whether normal or magical, it touches.","short_description":"You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a fros...","material_components":"0","name":"Obedient Avalanche","level":"","full_text":"<div><p><h5>Obedient Avalanche<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-radius avalanche of snow, centered anywhere within range; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.<br \/>The obedient avalanche affects creatures differently, depending on where they are in relation to the avalanche.<br \/>Within 20 Feet of the Center Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels.<br \/>Creatures who fail their saves are also buried (as described in Avalanches, page 90 of the Dungeon Master&#39;s Guide).<br \/>All squares within 20 feet of the center point are covered in heavy snow (see page 94 of the Dungeon Master&#39;s Guide),<br \/>which persists as long as ordinary snow would.<br \/>Between 20 Feet and 40 Feet of the Center Point: Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex save negates).<br \/>Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed.<br \/>The snow has a +13 bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check, and it pushes characters away from the center point of the spell.<br \/>All squares in the 20-foot to 40-foot ring are covered in light snow, which persists as long as ordinary snow would.<br \/>Terrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (as described on page 91 of the Dungeon Master&#39;s Guide) even after the snow melts.<br \/>Structures struck by an obedient avalanche take 1d610 points of damage.<br \/>The obedient avalanche extinguishes all flames, whether normal or magical, it touches.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"Cloud spreads in 30-ft.-radius from you, 30 ft. high","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"A swirling snow vapor arises around you, and follows you from that point on.\nThe snow obscures all sight, including darkvision, beyond 5 feet.\nA creature 5 feet away has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\nA strong wind (21+ mph) disperses the snow in 4 rounds.\nA very strong wind (31+ mph) disperses the snow in 1 round.\nA fireball, flame strike, or similar spell burns away the snow in the explosive or fiery spell's area.\nA wall of fire burns away the snow in the area into which it deals damage.\nThis spell does not function underwater.\nCreatures with snowsight are immune to the effects of this spell.","short_description":"A swirling snow vapor arises around you, and follows you from that point on.","material_components":"0","name":"Obscuring Snow","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Obscuring Snow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads in 30-ft.-radius from you, 30 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A swirling snow vapor arises around you, and follows you from that point on.<br \/>The snow obscures all sight, including darkvision, beyond 5 feet.<br \/>A creature 5 feet away has concealment (attacks have a 20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).<br \/>A strong wind (21+ mph) disperses the snow in 4 rounds.<br \/>A very strong wind (31+ mph) disperses the snow in 1 round.<br \/>A fireball, flame strike, or similar spell burns away the snow in the explosive or fiery spell&#39;s area.<br \/>A wall of fire burns away the snow in the area into which it deals damage.<br \/>This spell does not function underwater.<br \/>Creatures with snowsight are immune to the effects of this spell.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft. square of snow\/level","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"Immediately after casting this spell, ice trees erupt from frostfell regions within the spell's area.\nThe ice trees resemble any type of tree designated by the caster (deciduous, evergreen, oak, or others).\nTrees have 5-footdiameter trunks and rise to a height of 15 feet.\nThree trees appear in each 20-foot-square frostfell region in the area.\nIce Tree: 5 feet thick; hardness 8; hp 80; break DC 45; Climb DC 20.","short_description":"Immediately after casting this spell, ice trees erupt from frostfell regions within the spell's area....","material_components":"0","name":"Raise Ice Forest","level":"Druid 7","full_text":"<div><p><h5>Raise Ice Forest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Immediately after casting this spell, ice trees erupt from frostfell regions within the spell&#39;s area.<br \/>The ice trees resemble any type of tree designated by the caster (deciduous, evergreen, oak, or others).<br \/>Trees have 5-footdiameter trunks and rise to a height of 15 feet.<br \/>Three trees appear in each 20-foot-square frostfell region in the area.<br \/>Ice Tree: 5 feet thick; hardness 8; hp 80; break DC 45; Climb DC 20.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S","casting_time":"1 round","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude half and Reflex negates; see text","spell_resistance":"No","description":"You create a wave of snow that knocks creatures in its path prone and deals 4d6 points of crushing damage plus 1d6 points of cold damage to targets caught in the cone.\nAny creature making a Fortitude saving throw takes only half the cold damage from a snow wave; however, it still takes the full crushing damage.\nIn addition, anyone in the area must make a Reflex save or be knocked prone.","short_description":"You create a wave of snow that knocks creatures in its path prone and deals 4d6 points of crushing da...","material_components":"0","name":"Snow Wave","level":"Druid 6","full_text":"<div><p><h5>Snow Wave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half and Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a wave of snow that knocks creatures in its path prone and deals 4d6 points of crushing damage plus 1d6 points of cold damage to targets caught in the cone.<br \/>Any creature making a Fortitude saving throw takes only half the cold damage from a snow wave; however, it still takes the full crushing damage.<br \/>In addition, anyone in the area must make a Reflex save or be knocked prone.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You summon one or more giants that attack your enemies.\nThey appear where you designate and act immediately, on your turn.\nThe giants attack your opponents to the best of their ability.\nIf you speak Giant, you can direct the giants not to attack, to attack particular enemies, or to perform other actions.\nSummoned giants act normally on the last round of the spell and disappear at the end of their turn.\nChoose a giant kind from the table below.\nFocus: A lock of hair from a giant of the desired kind.","short_description":"You summon one or more giants that attack your enemies.","material_components":"0","name":"Summon Giants","level":"Cleric 8 \/ Disciple of Thrym 4","full_text":"<div><p><h5>Summon Giants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Disciple of Thrym 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon one or more giants that attack your enemies.<br \/>They appear where you designate and act immediately, on your turn.<br \/>The giants attack your opponents to the best of their ability.<br \/>If you speak Giant, you can direct the giants not to attack, to attack particular enemies, or to perform other actions.<br \/>Summoned giants act normally on the last round of the spell and disappear at the end of their turn.<br \/>Choose a giant kind from the table below.<br \/>Focus: A lock of hair from a giant of the desired kind.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Cloud centered on target spreads 120 ft. and is 20 ft. high","area":"","duration":"1 hour\/level","saving_throw":"None (see text)","spell_resistance":"No","description":"A swirling snow and a strong wind arise around you or a creature you designate, and follows you or the creature from that point on.\nCharacters in whiteout conditions take a -2 penalty to AC, lose any Dexterity bonus to AC, move at half speed, and take a -4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision.\nThe character also gains total concealment (50% miss chance).\nThese effects end when the character leaves the area of whiteout.\nWhiteout conditions stack with wind and snowfall.\nVisibility is 5 feet.\nIn addition, any creature trying to move within the effects of this spell must make a Survival check (DC 10 + caster level) every move action or wander lost inside the whiteout.\nA creature that fails can't leave the area, but can move around within it.\nGroups of creatures roped or otherwise physically held together can use the lead creature's Survival check and stay together.\nA new check can be made once per minute.","short_description":"A swirling snow and a strong wind arise around you or a creature you designate, and follows you or th...","material_components":"0","name":"Whiteout","level":"Druid 7","full_text":"<div><p><h5>Whiteout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud centered on target spreads 120 ft. and is 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A swirling snow and a strong wind arise around you or a creature you designate, and follows you or the creature from that point on.<br \/>Characters in whiteout conditions take a -2 penalty to AC, lose any Dexterity bonus to AC, move at half speed, and take a -4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision.<br \/>The character also gains total concealment (50% miss chance).<br \/>These effects end when the character leaves the area of whiteout.<br \/>Whiteout conditions stack with wind and snowfall.<br \/>Visibility is 5 feet.<br \/>In addition, any creature trying to move within the effects of this spell must make a Survival check (DC 10 + caster level) every move action or wander lost inside the whiteout.<br \/>A creature that fails can&#39;t leave the area, but can move around within it.<br \/>Groups of creatures roped or otherwise physically held together can use the lead creature&#39;s Survival check and stay together.<br \/>A new check can be made once per minute.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"20-ft. radius","area":"","duration":"1 round\/level","saving_throw":"Fortitude half","spell_resistance":"No","description":"You create a zone of icy cold within the spell's area, dealing 1d6 points of cold damage per round.\nArcane Material Component: A snowball.","short_description":"You create a zone of icy cold within the spell's area, dealing 1d6 points of cold damage per round.","material_components":"0","name":"Zone of Glacial Cold","level":"Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2","full_text":"<div><p><h5>Zone of Glacial Cold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft. radius<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a zone of icy cold within the spell&#39;s area, dealing 1d6 points of cold damage per round.<br \/>Arcane Material Component: A snowball.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like detect evil (see page 218 of the Player's Handbook), except that it detects heat energy from normal fire, fire spells, fire magic items, clerics of fire deities, and all living beings other than those with the cold subtype.\nYou are vulnerable to an overwhelming heat aura if you have the cold subtype.\nLiving beings without the fire subtype are detected with a heat aura strength of faint only, regardless of level or Hit Dice.","short_description":"This spell functions like detect evil (see page 218 of the Player's Handbook), except that it detects...","material_components":"0","name":"Detect Fire","level":"Cleric 1 \/ Disciple of Thrym 1","full_text":"<div><p><h5>Detect Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Disciple of Thrym 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like detect evil (see page 218 of the Player&#39;s Handbook), except that it detects heat energy from normal fire, fire spells, fire magic items, clerics of fire deities, and all living beings other than those with the cold subtype.<br \/>You are vulnerable to an overwhelming heat aura if you have the cold subtype.<br \/>Living beings without the fire subtype are detected with a heat aura strength of faint only, regardless of level or Hit Dice.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your eyes become wintry tombs that destroy the spark of life in those who you meet your stare.\nEach round you may target a single living creature.\nIt must make a Will saving throw or be frozen in place.\nFrozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further -4 penalty to Armor Class.\nFrozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze.\nA creature that has been immobilizing with a freezing glance,\nthen restored to motion after an attack, can still be the target of the same freezing glance in a later round.\nThough the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level.\nIn some cases, this can cause serious damage through exposure to the elements.","short_description":"Your eyes become wintry tombs that destroy the spark of life in those who you meet your stare.","material_components":"0","name":"Freezing Glance","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Freezing Glance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your eyes become wintry tombs that destroy the spark of life in those who you meet your stare.<br \/>Each round you may target a single living creature.<br \/>It must make a Will saving throw or be frozen in place.<br \/>Frozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further -4 penalty to Armor Class.<br \/>Frozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze.<br \/>A creature that has been immobilizing with a freezing glance,<br \/>then restored to motion after an attack, can still be the target of the same freezing glance in a later round.<br \/>Though the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level.<br \/>In some cases, this can cause serious damage through exposure to the elements.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"30-ft. radius centered on you","duration":"10 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Snowsong fills the area with a soft snowfall that melts and evaporates on contact with anything solid.\nWhen you cast the spell, you must designate all creatures in the area as either allies or enemies.\nWhile the snow falls, allies in the area hear a soft, lilting song that bolsters their spirits and confidence.\nAt the same time, as the snow strikes their bodies, it melts and washes away scars, wounds, and filth.\nAllies under the effect of the snow gain a +4 morale bonus to Charisma and attack rolls, and a +4 insight bonus to Armor Class.\nIn addition, the snow imparts fast healing 1 and resistance to cold 15 to all affected allies.\nAll melee attacks made by allies in the snowsong deal an additional 1d6 points of cold damage.\nEnemies in the area of a snowsong have a much different experience.\nTo them, the snow is bitterly cold and leaves scabs and angry welts when it lands their skin.\nThey perceive the music as a discordant jangle of crashes, scrapes, and howls.\nAs long as they remain in the area, they suffer a 20% chance of spell failure (for both divine and arcane spells) when casting any spells with a verbal component.\nEnemies can resist the effects of a snowsong with a successful Will saving throw.\nThese benefits remain in place as long as the spell persists and as long as the target remains in the spell's area.\nIf a creature leaves the spell's area, all effects end for that creature until it returns to the snowsong's area.","short_description":"Snowsong fills the area with a soft snowfall that melts and evaporates on contact with anything solid...","material_components":"0","name":"Snowsong","level":"Bard 6","full_text":"<div><p><h5>Snowsong<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Snowsong fills the area with a soft snowfall that melts and evaporates on contact with anything solid.<br \/>When you cast the spell, you must designate all creatures in the area as either allies or enemies.<br \/>While the snow falls, allies in the area hear a soft, lilting song that bolsters their spirits and confidence.<br \/>At the same time, as the snow strikes their bodies, it melts and washes away scars, wounds, and filth.<br \/>Allies under the effect of the snow gain a +4 morale bonus to Charisma and attack rolls, and a +4 insight bonus to Armor Class.<br \/>In addition, the snow imparts fast healing 1 and resistance to cold 15 to all affected allies.<br \/>All melee attacks made by allies in the snowsong deal an additional 1d6 points of cold damage.<br \/>Enemies in the area of a snowsong have a much different experience.<br \/>To them, the snow is bitterly cold and leaves scabs and angry welts when it lands their skin.<br \/>They perceive the music as a discordant jangle of crashes, scrapes, and howls.<br \/>As long as they remain in the area, they suffer a 20% chance of spell failure (for both divine and arcane spells) when casting any spells with a verbal component.<br \/>Enemies can resist the effects of a snowsong with a successful Will saving throw.<br \/>These benefits remain in place as long as the spell persists and as long as the target remains in the spell&#39;s area.<br \/>If a creature leaves the spell&#39;s area, all effects end for that creature until it returns to the snowsong&#39;s area.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Gust of wind (20 ft. wide, 20 ft. high) emanating out from you to the extreme of the range","area":"","duration":"1 round + 1 round\/2 levels","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You create a strong blast of arctic air that originates from your fingertips and moves in the direction you are facing.\nAs a stronger form of gust of wind, this boreal wind automatically extinguishes candles, torches, and similar protected or unprotected f lames, including lanterns.\nLarge fires (such as bonfires, a blacksmith's coals, or even a house fire) have a 50% chance to be extinguished by the boreal wind.\nForest or grassland fires are too large to be extinguished by this spell.\nAll creatures caught in the area take 1d4 points of cold damage per caster level (maximum 15d4).\nA successful Fortitude saving throw negates the gust's effects.\nThose that fail the save are pushed away from the caster a distance of 3 feet per caster level.\nCreatures that remain in the area past the first round must make an additional saving throw each round.\nA boreal wind can do anything a sudden blast of wind would be expected to do.\nIt can create a stinging spray of sand or dust, overturn tents\nand blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.\nThe wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.","short_description":"You create a strong blast of arctic air that originates from your fingertips and moves in the directi...","material_components":"0","name":"Boreal Wind","level":"Bard 5 \/ Cleric 5 \/ Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Disciple of Thrym 4","full_text":"<div><p><h5>Boreal Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5 \/ Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Disciple of Thrym 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Gust of wind (20 ft. wide, 20 ft. high) emanating out from you to the extreme of the range<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round + 1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a strong blast of arctic air that originates from your fingertips and moves in the direction you are facing.<br \/>As a stronger form of gust of wind, this boreal wind automatically extinguishes candles, torches, and similar protected or unprotected f lames, including lanterns.<br \/>Large fires (such as bonfires, a blacksmith&#39;s coals, or even a house fire) have a 50% chance to be extinguished by the boreal wind.<br \/>Forest or grassland fires are too large to be extinguished by this spell.<br \/>All creatures caught in the area take 1d4 points of cold damage per caster level (maximum 15d4).<br \/>A successful Fortitude saving throw negates the gust&#39;s effects.<br \/>Those that fail the save are pushed away from the caster a distance of 3 feet per caster level.<br \/>Creatures that remain in the area past the first round must make an additional saving throw each round.<br \/>A boreal wind can do anything a sudden blast of wind would be expected to do.<br \/>It can create a stinging spray of sand or dust, overturn tents<br \/>and blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.<br \/>The wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"10 ft.-radius\/level spread","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"This spell may only be cast outside.\nImmediately upon completion of the spell, an avalanche of ice and snow falls out of the sky, dealing 8d6 points of crushing damage and potentially burying Large or smaller creatures within the area.\nCreatures making their Reflex saving throws take half damage and are not buried.\nThose that fail their saves are buried and take an additional 1d6 points of nonlethal damage per minute while still buried.\nIf such a creature falls unconscious while buried, it must make a DC 15 Constitution check.\nIf that check fails, it takes 1d6 points of lethal damage each minute thereafter until freed or dead.\nThe ice and snow remains until melted by natural or unnatural means.\nA rapid melting of the ice and snow could cause a flash flood (see Freezing and Thawing, page 10).\nA 9th-level caster buries Large or smaller creatures.\nAt 12th level, the maximum size of a creature increases to Huge.\nAt 15th, Gargantuan creatures are also buried, and at 18th level, a creature of up to Colossal size is buried by the snow.","short_description":"This spell may only be cast outside.","material_components":"0","name":"Call Avalanche","level":"Druid 5","full_text":"<div><p><h5>Call Avalanche<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell may only be cast outside.<br \/>Immediately upon completion of the spell, an avalanche of ice and snow falls out of the sky, dealing 8d6 points of crushing damage and potentially burying Large or smaller creatures within the area.<br \/>Creatures making their Reflex saving throws take half damage and are not buried.<br \/>Those that fail their saves are buried and take an additional 1d6 points of nonlethal damage per minute while still buried.<br \/>If such a creature falls unconscious while buried, it must make a DC 15 Constitution check.<br \/>If that check fails, it takes 1d6 points of lethal damage each minute thereafter until freed or dead.<br \/>The ice and snow remains until melted by natural or unnatural means.<br \/>A rapid melting of the ice and snow could cause a flash flood (see Freezing and Thawing, page 10).<br \/>A 9th-level caster buries Large or smaller creatures.<br \/>At 12th level, the maximum size of a creature increases to Huge.<br \/>At 15th, Gargantuan creatures are also buried, and at 18th level, a creature of up to Colossal size is buried by the snow.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius\/level spread; or one ice creature","duration":"Instantaneous","saving_throw":"Fortitude half (see text)","spell_resistance":"Yes (creature only)","description":"You create a sudden explosive burst that shatters ice bridges, breaks up river ice, opens frozen ponds, or damages an icy creature.\nThe ice broken covers a 10-foot radius per caster level, and a 1-foot depth per level.\nIce thicker than the spell's depth is cracked and weakened, but not broken all the way through.\nWeakened ice is treated as one category thinner than it really is (see Table 1-2, page 11).\nCreatures dropped from a bridge, through lake or river ice, or off a glacier or iceberg take normal falling and cold water damage.\nCreatures on a glacier will have a crevasse open under them equal to the depth of the spell.\nTargeted against an ice creature of any weight (such as an ice golem, winterspawn, or entombed), crack ice deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.\nMaterial Component: A hammer carved from salt crystal (50 gp).","short_description":"You create a sudden explosive burst that shatters ice bridges, breaks up river ice, opens frozen pond...","material_components":"0","name":"Crack Ice","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Crack Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (creature only)<br\/><\/td><\/tr><\/table><p>\t<p>You create a sudden explosive burst that shatters ice bridges, breaks up river ice, opens frozen ponds, or damages an icy creature.<br \/>The ice broken covers a 10-foot radius per caster level, and a 1-foot depth per level.<br \/>Ice thicker than the spell&#39;s depth is cracked and weakened, but not broken all the way through.<br \/>Weakened ice is treated as one category thinner than it really is (see Table 1-2, page 11).<br \/>Creatures dropped from a bridge, through lake or river ice, or off a glacier or iceberg take normal falling and cold water damage.<br \/>Creatures on a glacier will have a crevasse open under them equal to the depth of the spell.<br \/>Targeted against an ice creature of any weight (such as an ice golem, winterspawn, or entombed), crack ice deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.<br \/>Material Component: A hammer carved from salt crystal (50 gp).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10 ft.\/level radius spread","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"You imbue an area of ice or fallen snow with negative energy, granting all undead within the area a +4 profane bonus against turning attempts.\nIn addition, all cold creatures gain spell resistance 15 against fire effects.","short_description":"You imbue an area of ice or fallen snow with negative energy, granting all undead within the area a +...","material_components":"0","name":"Defile Snow and Ice","level":"Cleric 3","full_text":"<div><p><h5>Defile Snow and Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You imbue an area of ice or fallen snow with negative energy, granting all undead within the area a +4 profane bonus against turning attempts.<br \/>In addition, all cold creatures gain spell resistance 15 against fire effects.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One creature\/level, no two of which can be more than 30 ft. apart","duration":"Instantaneous and 1 round\/level; see text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"An entomb spell traps living creatures in a block of ice, suffocating them.\nThe spell entraps the targets with a thick layer of ice from head to toe.\nThose that make a successful Fortitude saving throw can shake off the ice immediately, though they still take 6d6 points of cold damage.\nIf the creature fails its saving throw, it is held within the ice and immediately begins to suffocate per the drowning rules (see page 304 of the Dungeon Master's Guide).\nIn addition, the creature takes 2d12 points of cold damage and 1 point of Constitution damage per round from contact\nwith the ice.\nOther than attempting to escape, creatures entombed can perform actions that only require mental or verbal activity.\nEscaping from the ice block requires a DC 20 Strength check or the application of 20 points of fire damage.\nMaterial Component: A clear gemstone with a minimum value of 500 gp.","short_description":"An entomb spell traps living creatures in a block of ice, suffocating them.","material_components":"0","name":"Entomb","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Disciple of Thrym 5","full_text":"<div><p><h5>Entomb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Disciple of Thrym 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous and 1 round\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An entomb spell traps living creatures in a block of ice, suffocating them.<br \/>The spell entraps the targets with a thick layer of ice from head to toe.<br \/>Those that make a successful Fortitude saving throw can shake off the ice immediately, though they still take 6d6 points of cold damage.<br \/>If the creature fails its saving throw, it is held within the ice and immediately begins to suffocate per the drowning rules (see page 304 of the Dungeon Master&#39;s Guide).<br \/>In addition, the creature takes 2d12 points of cold damage and 1 point of Constitution damage per round from contact<br \/>with the ice.<br \/>Other than attempting to escape, creatures entombed can perform actions that only require mental or verbal activity.<br \/>Escaping from the ice block requires a DC 20 Strength check or the application of 20 points of fire damage.<br \/>Material Component: A clear gemstone with a minimum value of 500 gp.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"40-ft.-radius spread (S)","duration":"1 round","saving_throw":"See text","spell_resistance":"No","description":"When you cast ice rift, an intense but highly localized tremor rips through the ice.\nThe shock knocks creatures down, collapses structures, opens cracks in the ice, and more.\nThe effect lasts for 1 round, during which time creatures on the ice can't move or attack.\nA spellcaster on the ice must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.\nThe ice rift affects all terrain, vegetation, structures, and creatures in the area.\nThe specific effect of an ice rift spell depends on the nature of the terrain where it is cast.\nIce or Snow Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and burying that creature in snow.\nAn ice rift cast on the roof of a very large ice or snow cavern could also endanger those outside the actual area but below the falling debris.\nEdge of a Glacier: Ice rift causes a glacier's edge to crumble, creating a landslide that travels horizontally as far as it fell vertically.\nAn ice rift cast at the top of a 100-foot glacier would sweep debris 100 feet outward from the base of the glacier.\nAny creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath rubble (see below).\nOpen Glacier: Each creature standing in the area must make a DC 15 Reflex save or fall down.\nFissures open in the ice, and every creature on the ice has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure).\nAt the end of the spell, all fissures grind shut, killing any creatures still trapped within.\nFrozen Water: Fissures open in the ice, and every creature on the ice has a 25% chance to fall into the freezing water (Reflex DC 20 to avoid a fissure).\nCharacters who fall into a fissure are immediately subject to hypothermia and take 2d6 points of cold damage from the frigid water.\nAt the end of the spell, all rents in the ice grind shut, sealing any creatures in the icy water beneath (for additional rules on characters in cold water, see Hypothermia, page 10).\nArcane Material Component: A bit of earth and a pinch of snow.","short_description":"When you cast ice rift, an intense but highly localized tremor rips through the ice.","material_components":"0","name":"Ice Rift","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Ice Rift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast ice rift, an intense but highly localized tremor rips through the ice.<br \/>The shock knocks creatures down, collapses structures, opens cracks in the ice, and more.<br \/>The effect lasts for 1 round, during which time creatures on the ice can&#39;t move or attack.<br \/>A spellcaster on the ice must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.<br \/>The ice rift affects all terrain, vegetation, structures, and creatures in the area.<br \/>The specific effect of an ice rift spell depends on the nature of the terrain where it is cast.<br \/>Ice or Snow Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and burying that creature in snow.<br \/>An ice rift cast on the roof of a very large ice or snow cavern could also endanger those outside the actual area but below the falling debris.<br \/>Edge of a Glacier: Ice rift causes a glacier&#39;s edge to crumble, creating a landslide that travels horizontally as far as it fell vertically.<br \/>An ice rift cast at the top of a 100-foot glacier would sweep debris 100 feet outward from the base of the glacier.<br \/>Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath rubble (see below).<br \/>Open Glacier: Each creature standing in the area must make a DC 15 Reflex save or fall down.<br \/>Fissures open in the ice, and every creature on the ice has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure).<br \/>At the end of the spell, all fissures grind shut, killing any creatures still trapped within.<br \/>Frozen Water: Fissures open in the ice, and every creature on the ice has a 25% chance to fall into the freezing water (Reflex DC 20 to avoid a fissure).<br \/>Characters who fall into a fissure are immediately subject to hypothermia and take 2d6 points of cold damage from the frigid water.<br \/>At the end of the spell, all rents in the ice grind shut, sealing any creatures in the icy water beneath (for additional rules on characters in cold water, see Hypothermia, page 10).<br \/>Arcane Material Component: A bit of earth and a pinch of snow.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"60-foot radius","duration":"Instantaneous","saving_throw":"None or Reflex half; see text","spell_resistance":"Yes","description":"Iceberg is a brutal and direct spell.\nWhen cast, the spell creates a single large block of ice that drops from the sky onto a spot you select.\nThe iceberg then shatters if it encounters a solid surface.\nElephant-sized blocks of ice scatter in all directions, affecting nearby creatures based on how far they are from the center of the area.\nWithin 20 Feet of the Center Point: Any creature or object directly beneath the iceberg takes 20d6 points of crushing damage (no save) and is buried in snow (see page 90).\nBetween 20 Feet and 40 Feet of the Center Point: Creatures and objects in the middle section of the area also take 20d6 points of crushing damage, but are entitled to a Reflex save for half damage.\nThey are buried in snow (see page 90).\nBetween 40 Feet and 60 Feet of the Center Point: Creatures in the outermost section may be struck by flying debris for 10d6 points of damage.\nThey are entitled to a Reflex save for half damage, and are not buried regardless of whether the saving throw is successful or not.","short_description":"Iceberg is a brutal and direct spell.","material_components":"0","name":"Iceberg","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Iceberg<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Iceberg is a brutal and direct spell.<br \/>When cast, the spell creates a single large block of ice that drops from the sky onto a spot you select.<br \/>The iceberg then shatters if it encounters a solid surface.<br \/>Elephant-sized blocks of ice scatter in all directions, affecting nearby creatures based on how far they are from the center of the area.<br \/>Within 20 Feet of the Center Point: Any creature or object directly beneath the iceberg takes 20d6 points of crushing damage (no save) and is buried in snow (see page 90).<br \/>Between 20 Feet and 40 Feet of the Center Point: Creatures and objects in the middle section of the area also take 20d6 points of crushing damage, but are entitled to a Reflex save for half damage.<br \/>They are buried in snow (see page 90).<br \/>Between 40 Feet and 60 Feet of the Center Point: Creatures in the outermost section may be struck by flying debris for 10d6 points of damage.<br \/>They are entitled to a Reflex save for half damage, and are not buried regardless of whether the saving throw is successful or not.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"5 ft.","target":"","effect":"5-ft.-radius sphere, with 1-in.-thick wall\/level centered on your location","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create a small domed snow house with a single entrance passage.\nUp to one Large or threeMedium or twelve Small creatures can fit into the igloo with you; they can freely pass into and out of the hut without harming it.\nThe temperature inside the igloo is magically warm, at exactly 50\u00b0 F, and the walls do not melt.\nThe igloo has two features that help arctic survival: a sleeping platform and a lamp.\nThe snow sleeping platform takes advantage of the warm air trapped below the low roof, generated by body heat and a stone lamp.\nThe magical smokeless lamp provides heat for comfort and for cooking.\nThe igloo also provides protection against the elements, such as wind, snow, and hail.\nThe igloo withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.\nThe loose-packed snow of the igloo has a hardness of 0, and 3 hp per inch of thickness.\nMaterial Component: A small dollop of seal fat or caribou fat.","short_description":"You create a small domed snow house with a single entrance passage.","material_components":"0","name":"Leomund's Tiny Igloo","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Leomund's Tiny Igloo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft.-radius sphere, with 1-in.-thick wall\/level centered on your location<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a small domed snow house with a single entrance passage.<br \/>Up to one Large or threeMedium or twelve Small creatures can fit into the igloo with you; they can freely pass into and out of the hut without harming it.<br \/>The temperature inside the igloo is magically warm, at exactly 50\u00b0 F, and the walls do not melt.<br \/>The igloo has two features that help arctic survival: a sleeping platform and a lamp.<br \/>The snow sleeping platform takes advantage of the warm air trapped below the low roof, generated by body heat and a stone lamp.<br \/>The magical smokeless lamp provides heat for comfort and for cooking.<br \/>The igloo also provides protection against the elements, such as wind, snow, and hail.<br \/>The igloo withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.<br \/>The loose-packed snow of the igloo has a hardness of 0, and 3 hp per inch of thickness.<br \/>Material Component: A small dollop of seal fat or caribou fat.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"5-ft.-diameter sphere","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"A sphere of intense cold energy rolls in whichever direction you point and damages those it strikes.\nIt moves 30 feet per round.\nAs part of this movement, it can ascend or jump up to 30 feet to strike a target.\nIf it enters a space with a creature, it stops moving for the round and deals 1d6 points of cold damage as well as 1d4 points of Dexterity damage to that creature, though a successful Reflex save negates both the cold damage and Dexterity damage.\nA numbing sphere rolls over barriers less than 4 feet tall, such as furniture and low walls.\nIt instantly freezes water it encounters in 5-foot-cube sections, creating chunks of ice in large bodies of water.\nThe sphere moves as long as you actively direct it (a move action for you); otherwise, it merely remains at rest.\nThe sphere can be destroyed by attacks directed against it.\nIt has 10 hit points and damage reduction 5\/-.\nThe surface of the sphere has a spongy, yielding consistency and so does not cause damage except by extreme cold.\nIt cannot push aside unwilling creatures or batter down large obstacles.\nA numbing sphere winks out if it exceeds the spell's range.\nArcane Material Component: A bit of sponge and a drop of water.","short_description":"A sphere of intense cold energy rolls in whichever direction you point and damages those it strikes.","material_components":"0","name":"Numbing Sphere","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Numbing Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft.-diameter sphere<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A sphere of intense cold energy rolls in whichever direction you point and damages those it strikes.<br \/>It moves 30 feet per round.<br \/>As part of this movement, it can ascend or jump up to 30 feet to strike a target.<br \/>If it enters a space with a creature, it stops moving for the round and deals 1d6 points of cold damage as well as 1d4 points of Dexterity damage to that creature, though a successful Reflex save negates both the cold damage and Dexterity damage.<br \/>A numbing sphere rolls over barriers less than 4 feet tall, such as furniture and low walls.<br \/>It instantly freezes water it encounters in 5-foot-cube sections, creating chunks of ice in large bodies of water.<br \/>The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely remains at rest.<br \/>The sphere can be destroyed by attacks directed against it.<br \/>It has 10 hit points and damage reduction 5\/-.<br \/>The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by extreme cold.<br \/>It cannot push aside unwilling creatures or batter down large obstacles.<br \/>A numbing sphere winks out if it exceeds the spell&#39;s range.<br \/>Arcane Material Component: A bit of sponge and a drop of water.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Opaque sheet of coldfire up to 20 ft. long\/level or a ring of coldfire with a radius of up to 5 ft. per two levels; either form 20 ft. high","area":"","duration":"Concentration + 1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"An immobile, opaque curtain of frosty coldfire springs into existence.\nOne side of the wall, selected by you, sends forth waves of cold, dealing 2d4 points of cold damage to creatures within 10 feet and 1d4 points of cold damage to those past 10 feet but within 20 feet.\nThe wall deals this damage when it appears and on your turn each round to all creatures in the area.\nIn addition, the wall deals 2d6 points of frostburn damage +1 point of frostburn damage per caster level (maximum +20) to any creature passing through it.\nIf you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.\nThe opaqueness of the coldfire grants concealment (20% miss chance) against attacks made from the opposite side of the wall.\nIf any 5-foot length of wall takes 20 points of fire damage or more in 1 round, that length goes out.\n(Do not divide fire damage by 4, as for normal objects).\nWall of coldfire can be made permanent with a permanency spell.\nA permanent wall of coldfire that is extinguished by fire damage becomes inactive for 10 minutes, then reforms at normal strength.\nColdfire Component: Three ounces of coldfire.","short_description":"An immobile, opaque curtain of frosty coldfire springs into existence.","material_components":"0","name":"Wall of Coldfire","level":"Druid 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Coldfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Opaque sheet of coldfire up to 20 ft. long\/level or a ring of coldfire with a radius of up to 5 ft. per two levels; either form 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An immobile, opaque curtain of frosty coldfire springs into existence.<br \/>One side of the wall, selected by you, sends forth waves of cold, dealing 2d4 points of cold damage to creatures within 10 feet and 1d4 points of cold damage to those past 10 feet but within 20 feet.<br \/>The wall deals this damage when it appears and on your turn each round to all creatures in the area.<br \/>In addition, the wall deals 2d6 points of frostburn damage +1 point of frostburn damage per caster level (maximum +20) to any creature passing through it.<br \/>If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.<br \/>The opaqueness of the coldfire grants concealment (20% miss chance) against attacks made from the opposite side of the wall.<br \/>If any 5-foot length of wall takes 20 points of fire damage or more in 1 round, that length goes out.<br \/>(Do not divide fire damage by 4, as for normal objects).<br \/>Wall of coldfire can be made permanent with a permanency spell.<br \/>A permanent wall of coldfire that is extinguished by fire damage becomes inactive for 10 minutes, then reforms at normal strength.<br \/>Coldfire Component: Three ounces of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One creature","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Winter's embrace covers the victim with sheets of ice and lumps of snow.\nIf the subject succeeds on its Fortitude save, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect.\nIf the subject fails its saving throw, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage each round.\nOn the subject's action each round, it can attempt a new Fortitude saving throw to avoid taking damage that round.\nIf a creature takes damage twice from a single casting of winter's embrace, it becomes fatigued.\nThe fourth time a creature takes damage from the same spell, it becomes exhausted.","short_description":"Winter's embrace covers the victim with sheets of ice and lumps of snow.","material_components":"0","name":"Winter's Embrace","level":"Cleric 4 \/ Druid 3","full_text":"<div><p><h5>Winter's Embrace<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Winter&#39;s embrace covers the victim with sheets of ice and lumps of snow.<br \/>If the subject succeeds on its Fortitude save, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect.<br \/>If the subject fails its saving throw, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage each round.<br \/>On the subject&#39;s action each round, it can attempt a new Fortitude saving throw to avoid taking damage that round.<br \/>If a creature takes damage twice from a single casting of winter&#39;s embrace, it becomes fatigued.<br \/>The fourth time a creature takes damage from the same spell, it becomes exhausted.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M, XP","casting_time":"8 hours","range":"Touch","target":"","effect":"One duplicate creature","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"No","description":"The ice assassin spell is in many ways an improved version of simulacrum.\nDeveloped by powerful frost mages who have more than their fair share of enemies to fight, an ice assassin is an effective way to destroy an enemy without putting yourself at risk.\nAn ice assassin spell creates a living, breathing creature that is a near-perfect duplicate of an existing creature.\nThe duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself.\nThe ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original.\nIt also constantly uses locate creature on its duplicate at a caster level equal to your own.\nIf its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original.\nThe ice assassin has the cold subtype.\nCreatures familiar with the original might detect the ruse with a successful Spot check.\nYou must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is.\nThe ice assassin is under your absolute command.\nYou possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying it.\nFurther, you can have any spell you cast on yourself affect the ice assassin as well; this includes spells with a target of You only.\nThese benefits persist as long as you and the ice assassin remain within a mile of each other.\nIf the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.\nAn ice assassin has no ability to become more powerful; it cannot increase its level or abilities.\nDamage caused to the ice assassin can be repaired only via a complex process requiring 1 day, 100 gp per hit point, and a fully equipped laboratory.\nIf the ice assassin is reduced to 0 hit points by any damage except for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage for every two caster levels you possess; a successful Reflex saving throw halves the damage.\nAn ice assassin slain by fire damage simply melts into a pool of water.\nMaterial Component: This spell is cast over the ice statue of the creature to be duplicated.\nSome portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the ice statue as it is constructed.\nIn addition, the spell requires powdered diamond worth 20,000 gp.\nXP Cost: 5,000.","short_description":"The ice assassin spell is in many ways an improved version of simulacrum.","material_components":"0","name":"Ice Assassin","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Ice Assassin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>8 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One duplicate creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The ice assassin spell is in many ways an improved version of simulacrum.<br \/>Developed by powerful frost mages who have more than their fair share of enemies to fight, an ice assassin is an effective way to destroy an enemy without putting yourself at risk.<br \/>An ice assassin spell creates a living, breathing creature that is a near-perfect duplicate of an existing creature.<br \/>The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself.<br \/>The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original.<br \/>It also constantly uses locate creature on its duplicate at a caster level equal to your own.<br \/>If its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original.<br \/>The ice assassin has the cold subtype.<br \/>Creatures familiar with the original might detect the ruse with a successful Spot check.<br \/>You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is.<br \/>The ice assassin is under your absolute command.<br \/>You possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying it.<br \/>Further, you can have any spell you cast on yourself affect the ice assassin as well; this includes spells with a target of &quot;You&quot; only.<br \/>These benefits persist as long as you and the ice assassin remain within a mile of each other.<br \/>If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.<br \/>An ice assassin has no ability to become more powerful; it cannot increase its level or abilities.<br \/>Damage caused to the ice assassin can be repaired only via a complex process requiring 1 day, 100 gp per hit point, and a fully equipped laboratory.<br \/>If the ice assassin is reduced to 0 hit points by any damage except for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage for every two caster levels you possess; a successful Reflex saving throw halves the damage.<br \/>An ice assassin slain by fire damage simply melts into a pool of water.<br \/>Material Component: This spell is cast over the ice statue of the creature to be duplicated.<br \/>Some portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the ice statue as it is constructed.<br \/>In addition, the spell requires powdered diamond worth 20,000 gp.<br \/>XP Cost: 5,000.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft. square of snow\/level","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You must cast this spell on a snow field.\nYou corrupt an area of fallen snow, imbuing it with negative energy.\nEach round, a creature in contact with blood snow must succeed on a Fortitude save or take 1d2 points of Constitution drain.\nIn addition, anyone failing a saving throw is nauseated for the duration of the spell.","short_description":"You must cast this spell on a snow field.","material_components":"0","name":"Blood Snow","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 2","full_text":"<div><p><h5>Blood Snow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You must cast this spell on a snow field.<br \/>You corrupt an area of fallen snow, imbuing it with negative energy.<br \/>Each round, a creature in contact with blood snow must succeed on a Fortitude save or take 1d2 points of Constitution drain.<br \/>In addition, anyone failing a saving throw is nauseated for the duration of the spell.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","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":"Fortitude negates","spell_resistance":"No","description":"A ray of burning cold erupts from your fingertips.\nCorporeal undead struck by the ray are covered in a layer of ice, rendering the subject immobile as if held.\nEach round on its turn, the subject may attempt a new saving throw to break free of the ice.\n(This is a full-round action that does not provoke attacks of opportunity).\nMaterial Component: A small piece of bone and a 1-inch cube of ice.","short_description":"A ray of burning cold erupts from your fingertips.","material_components":"0","name":"Bone Chill","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Bone Chill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A ray of burning cold erupts from your fingertips.<br \/>Corporeal undead struck by the ray are covered in a layer of ice, rendering the subject immobile as if held.<br \/>Each round on its turn, the subject may attempt a new saving throw to break free of the ice.<br \/>(This is a full-round action that does not provoke attacks of opportunity).<br \/>Material Component: A small piece of bone and a 1-inch cube of ice.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You grant the target the ability to survive in thin air, conferring a +20 inherent bonus on Fortitude saves to resist altitude sickness as well as saving throws to resist becoming fatigued due to altitude or thin air.","short_description":"You grant the target the ability to survive in thin air, conferring a +20 inherent bonus on Fortitude...","material_components":"0","name":"Ease of Breath","level":"Cleric 1 \/ Druid 1 \/ Ranger 1 \/ Disciple of Thrym 1","full_text":"<div><p><h5>Ease of Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Ranger 1 \/ Disciple of Thrym 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You grant the target the ability to survive in thin air, conferring a +20 inherent bonus on Fortitude saves to resist altitude sickness as well as saving throws to resist becoming fatigued due to altitude or thin air.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser frostburn, except that it deals 3d12 points of frostburn damage +1 point per caster level (maximum +20).","short_description":"This spell functions like lesser frostburn, except that it deals 3d12 points of frostburn damage +1 p...","material_components":"0","name":"Frostburn","level":"Cleric 4 \/ Disciple of Thrym 4","full_text":"<div><p><h5>Frostburn<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Disciple of Thrym 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser frostburn, except that it deals 3d12 points of frostburn damage +1 point per caster level (maximum +20).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn damage +1 point per caster level (maximum +5).\nWhen cast upon a cold subtype creature, this spell heals a like amount of damage, rather than harming it.","short_description":"When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn da...","material_components":"0","name":"Frostburn, Lesser","level":"Cleric 2 \/ Disciple of Thrym 1","full_text":"<div><p><h5>Frostburn, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Disciple of Thrym 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn damage +1 point per caster level (maximum +5).<br \/>When cast upon a cold subtype creature, this spell heals a like amount of damage, rather than harming it.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"Cold energy spreads out in all directions from the point of origin, dealing 3d12 points of frostburn damage +1 point per caster level (maximum +20) to nearby enemies.\nLike other frostburn spells, mass frostburn cures cold subtype creatures in its area rather than damaging them.","short_description":"Cold energy spreads out in all directions from the point of origin, dealing 3d12 points of frostburn ...","material_components":"0","name":"Frostburn, Mass","level":"Cleric 6","full_text":"<div><p><h5>Frostburn, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Cold energy spreads out in all directions from the point of origin, dealing 3d12 points of frostburn damage +1 point per caster level (maximum +20) to nearby enemies.<br \/>Like other frostburn spells, mass frostburn cures cold subtype creatures in its area rather than damaging them.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"Cold energy surges through the target's body, congealing the blood in the creature's extremities.\nThis effect causes a -4 penalty on attacks, Armor Class, and all Strength- and Dexterity-related checks, and anyone casting a spell with a somatic component has a 50% chance of spell failure for the duration of the spell.\nIf the target makes its Fortitude save, the creature only takes a -2 penalty on attacks, Armor Class, and all Strength-and Dexterity-related checks and has only a 25% chance of spell failure for spells with a somatic component.\nMaterial Component: A pinch of flour.","short_description":"Cold energy surges through the target's body, congealing the blood in the creature's extremities.","material_components":"0","name":"Gelid Blood","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Gelid Blood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Cold energy surges through the target&#39;s body, congealing the blood in the creature&#39;s extremities.<br \/>This effect causes a <del>4 penalty on attacks, Armor Class, and all Strength<\/del> and Dexterity-related checks, and anyone casting a spell with a somatic component has a 50% chance of spell failure for the duration of the spell.<br \/>If the target makes its Fortitude save, the creature only takes a -2 penalty on attacks, Armor Class, and all Strength-and Dexterity-related checks and has only a 25% chance of spell failure for spells with a somatic component.<br \/>Material Component: A pinch of flour.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You encase the heart of the target creature in a block of ice.\nThe target becomes immediately exhausted and dies in 1d3+2 rounds.\nThe subject is entitled to a Fortitude saving throw to survive the attack.\nIf the target succeeds on the save, it instead takes 5d8 points of cold damage and is not exhausted.\n(The target might die from damage even if it succeeds on the saving throw).\nA character attempting to save the victim of a heartfreeze spell must use a healing spell or effect on the victim as well as succeed on a DC 26 caster level check, otherwise the victim will succumb to the heartfreeze and die.\nA creature immune to critical hits and sneak attacks is unaffected by heartfreeze.\nMaterial Component: A strip of dried humanoid sinew.","short_description":"You encase the heart of the target creature in a block of ice.","material_components":"0","name":"Heartfreeze","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Heartfreeze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You encase the heart of the target creature in a block of ice.<br \/>The target becomes immediately exhausted and dies in 1d3+2 rounds.<br \/>The subject is entitled to a Fortitude saving throw to survive the attack.<br \/>If the target succeeds on the save, it instead takes 5d8 points of cold damage and is not exhausted.<br \/>(The target might die from damage even if it succeeds on the saving throw).<br \/>A character attempting to save the victim of a heartfreeze spell must use a healing spell or effect on the victim as well as succeed on a DC 26 caster level check, otherwise the victim will succumb to the heartfreeze and die.<br \/>A creature immune to critical hits and sneak attacks is unaffected by heartfreeze.<br \/>Material Component: A strip of dried humanoid sinew.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"You plant a tiny sphere of intense cold in the body of a living creature.\nOn each round on your turn (including the round during which you cast the spell), the target must succeed on a Fortitude saving throw or take 1d8 points of cold damage.\nMaterial Component: A leech and a pinch of snow.","short_description":"You plant a tiny sphere of intense cold in the body of a living creature.","material_components":"0","name":"Heat Leech","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Heat Leech<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You plant a tiny sphere of intense cold in the body of a living creature.<br \/>On each round on your turn (including the round during which you cast the spell), the target must succeed on a Fortitude saving throw or take 1d8 points of cold damage.<br \/>Material Component: A leech and a pinch of snow.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"1 week\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You put a creature into a state of suspended animation, slowing its life functions to almost imperceptible levels and allowing a creature to survive for weeks without food or water.\nThis suspension of life functions automatically stabilizes a dying creature, and it can save starving or dehydrated creatures from death.\nCreatures affected by a hibernate spell have a slower metabolism, healing wounds at a rate of just 1 hit point per level per week.\nIf the target is unwilling, it is entitled a Will saving throw.\nA successful saving throw negates the effect of the spell; a failure allows the target an additional saving throw whenever it takes damage, when it is splashed with water or other liquids, or when 24 hours pass, whichever comes first.","short_description":"You put a creature into a state of suspended animation, slowing its life functions to almost impercep...","material_components":"0","name":"Hibernate","level":"Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Hibernate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 week\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You put a creature into a state of suspended animation, slowing its life functions to almost imperceptible levels and allowing a creature to survive for weeks without food or water.<br \/>This suspension of life functions automatically stabilizes a dying creature, and it can save starving or dehydrated creatures from death.<br \/>Creatures affected by a hibernate spell have a slower metabolism, healing wounds at a rate of just 1 hit point per level per week.<br \/>If the target is unwilling, it is entitled a Will saving throw.<br \/>A successful saving throw negates the effect of the spell; a failure allows the target an additional saving throw whenever it takes damage, when it is splashed with water or other liquids, or when 24 hours pass, whichever comes first.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage.\nMaterial Component: A small stone covered in frost.","short_description":"This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4...","material_components":"0","name":"Mindfrost","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Mindfrost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage.<br \/>Material Component: A small stone covered in frost.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage.\n\nCreatures with the cold subtype are immune to the effects of _shivering touch_:\/spells\/frostburn--68\/shivering-touch--1291\/.","short_description":"On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it ...","material_components":"0","name":"Shivering Touch","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 3","full_text":"<div><p><h5>Shivering Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>On a successful melee touch attack, you instantly suck the heat from the target&#39;s body, rendering it numb. The target takes 3d6 points of Dexterity damage.<\/p>\n\n\t<p>Creatures with the cold subtype are immune to the effects of <a href=\/spells\/frostburn--68\/shivering-touch--1291\/><em>shivering touch<\/em><\/a>.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncontrollably for the duration of the spell.\nShivering characters take 1d6 points of Dexterity damage.\nCreatures with the cold subtype are immune to the effects of lesser shivering touch.","short_description":"Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncont...","material_components":"0","name":"Shivering Touch, Lesser","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Disciple of Thrym 1","full_text":"<div><p><h5>Shivering Touch, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Disciple of Thrym 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncontrollably for the duration of the spell.<br \/>Shivering characters take 1d6 points of Dexterity damage.<br \/>Creatures with the cold subtype are immune to the effects of lesser shivering touch.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30-ft.-radius emanation","duration":"1 min.\/level","saving_throw":"Fortitude negates","spell_resistance":"No","description":"This spell thins the oxygen in the area, causing creatures caught therein to suffer the effects of extreme altitude sickness.\nSubjects failing their saves take 1 point of damage to all ability scores because of altitude sickness (see page 90 of the Dungeon Masters Guide).\nCharacters acclimated to high altitude receive a +4 competence bonus on their saving throws.\nCreatures that do not breathe are immune to the effects of the spell.","short_description":"This spell thins the oxygen in the area, causing creatures caught therein to suffer the effects of ex...","material_components":"0","name":"Thin Air","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Thin Air<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell thins the oxygen in the area, causing creatures caught therein to suffer the effects of extreme altitude sickness.<br \/>Subjects failing their saves take 1 point of damage to all ability scores because of altitude sickness (see page 90 of the Dungeon Masters Guide).<br \/>Characters acclimated to high altitude receive a +4 competence bonus on their saving throws.<br \/>Creatures that do not breathe are immune to the effects of the spell.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Waves of frigid energy render all creatures with the fire subtype in the spell's area shaken for the duration of the spell.\nAny creature with the cold subtype caught in the area of this spell loses its immunity to cold for the duration of the spell.\nWhether or not a creature makes its saving throw, it becomes immune to further castings of this spell for 24 hours.\nColdfire Component: Two ounces of coldfire.","short_description":"Waves of frigid energy render all creatures with the fire subtype in the spell's area shaken for the ...","material_components":"0","name":"Waves of Cold","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Waves of Cold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Waves of frigid energy render all creatures with the fire subtype in the spell&#39;s area shaken for the duration of the spell.<br \/>Any creature with the cold subtype caught in the area of this spell loses its immunity to cold for the duration of the spell.<br \/>Whether or not a creature makes its saving throw, it becomes immune to further castings of this spell for 24 hours.<br \/>Coldfire Component: Two ounces of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One cold creature\/level","effect":"","area":"","duration":"24 hours","saving_throw":"None","spell_resistance":"No","description":"You energize cold creatures with a surge of coldfire.\nCreatures with the cold subtype affected by this spell gain a +1 deflection bonus to AC, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus on saving throws against fire effects.\nEach of these enhancements increases by +1 for every three caster levels.\nSo a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 resistance bonus on saving throws against fire effects.\nThis spell has no effect on creatures not of the cold subtype.\nColdfire Component:One ounce of coldfire.","short_description":"You energize cold creatures with a surge of coldfire.","material_components":"0","name":"Algid Enhancement","level":"Cleric 6","full_text":"<div><p><h5>Algid Enhancement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You energize cold creatures with a surge of coldfire.<br \/>Creatures with the cold subtype affected by this spell gain a +1 deflection bonus to AC, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus on saving throws against fire effects.<br \/>Each of these enhancements increases by +1 for every three caster levels.<br \/>So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 resistance bonus on saving throws against fire effects.<br \/>This spell has no effect on creatures not of the cold subtype.<br \/>Coldfire Component:One ounce of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Up to a 20-ft. cube of snow","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You imbue a mass of fallen snow with mobility and a semblance of life.\nThe snow to be animated may be natural or magically created.\nSnow animated by this spell is treated as an animated object.\nYou can animate four Large animated objects, two Huge animated objects, or one Gargantuan animated object.\nFor details, see the Animated Object entry, page 13 of the Monster Manual.\nThe animated snow can assume any basic shape you wish, and it attacks as directed by your vocal commands.\nAnimated snow objects possess the Blind and Trample special attacks as detailed in the Monster Manual entry for animated objects.\nIn addition, they have the cold subtype, and do an additional 1d6 points of cold damage on a successful hit.\nAnimated snow objects take 1d6 points of damage each round if they exist in a place with temperatures above freezing.\nMaterial Component:Meltwater from a glacier.","short_description":"You imbue a mass of fallen snow with mobility and a semblance of life.","material_components":"0","name":"Animate Snow","level":"Druid 6","full_text":"<div><p><h5>Animate Snow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a mass of fallen snow with mobility and a semblance of life.<br \/>The snow to be animated may be natural or magically created.<br \/>Snow animated by this spell is treated as an animated object.<br \/>You can animate four Large animated objects, two Huge animated objects, or one Gargantuan animated object.<br \/>For details, see the Animated Object entry, page 13 of the Monster Manual.<br \/>The animated snow can assume any basic shape you wish, and it attacks as directed by your vocal commands.<br \/>Animated snow objects possess the Blind and Trample special attacks as detailed in the Monster Manual entry for animated objects.<br \/>In addition, they have the cold subtype, and do an additional 1d6 points of cold damage on a successful hit.<br \/>Animated snow objects take 1d6 points of damage each round if they exist in a place with temperatures above freezing.<br \/>Material Component:Meltwater from a glacier.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius spherical emanation, centered on you","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions exactly like lesser aura of cold, except it deals 2d6 points of cold damage to all creatures within 10 feet.","short_description":"This spell functions exactly like lesser aura of cold, except it deals 2d6 points of cold damage to a...","material_components":"0","name":"Aura of Cold, Greater","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Aura of Cold, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions exactly like lesser aura of cold, except it deals 2d6 points of cold damage to all creatures within 10 feet.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"5 ft.","target":"","effect":"","area":"5-ft.-radius spherical emanation, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet.","short_description":"You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 p...","material_components":"0","name":"Aura of Cold, Lesser","level":"Cleric 3 \/ Druid 3 \/ Paladin 4 \/ Ranger 4 \/ Disciple of Thrym 3","full_text":"<div><p><h5>Aura of Cold, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Paladin 4 \/ Ranger 4 \/ Disciple of Thrym 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 10-ft. square\/level","duration":"1 hour\/level (D)","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"This spell must be cast on a snow field.\nThat snow field instantly freezes, impeding movement through the area.\nA creature caught within the area can move only at half its normal speed.\nBy making a DC 20 Strength check or a DC 25 Escape Artist check, the creature can move at its normal speed for that round.\nA creature that succeeds on a Reflex save is not impeded.","short_description":"This spell must be cast on a snow field.","material_components":"0","name":"Binding Snow","level":"Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Disciple of Thrym 3","full_text":"<div><p><h5>Binding Snow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Disciple of Thrym 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell must be cast on a snow field.<br \/>That snow field instantly freezes, impeding movement through the area.<br \/>A creature caught within the area can move only at half its normal speed.<br \/>By making a DC 20 Strength check or a DC 25 Escape Artist check, the creature can move at its normal speed for that round.<br \/>A creature that succeeds on a Reflex save is not impeded.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"100 ft.-radius\/level spread","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"No","description":"Immediately upon completion of this spell, the temperature drops to below freezing and a powerful blizzard erupts in the area.\nVisibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible.\nUnprotected flames are automatically extinguished and protected flames have a 75% chance of being doused.\nCreatures unprotected from the cold must make a Fortitude save or take 1d6 points of nonlethal cold damage.\nOne foot of new snow falls each round.\nMovement within the area is impeded, depending on the creature's size and depth of snow (for movement in a snow field, see page 12).","short_description":"Immediately upon completion of this spell, the temperature drops to below freezing and a powerful bli...","material_components":"0","name":"Blizzard","level":"Druid 5","full_text":"<div><p><h5>Blizzard<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Immediately upon completion of this spell, the temperature drops to below freezing and a powerful blizzard erupts in the area.<br \/>Visibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible.<br \/>Unprotected flames are automatically extinguished and protected flames have a 75% chance of being doused.<br \/>Creatures unprotected from the cold must make a Fortitude save or take 1d6 points of nonlethal cold damage.<br \/>One foot of new snow falls each round.<br \/>Movement within the area is impeded, depending on the creature&#39;s size and depth of snow (for movement in a snow field, see page 12).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"The targeted weapon becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby increasing the effectiveness of sunder attempts against the weapon.\nIn addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.","short_description":"The targeted weapon becomes brittle, reducing its hardness by 5 for the duration of the spell, thereb...","material_components":"0","name":"Brumal Stiffening","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Brumal Stiffening<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The targeted weapon becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby increasing the effectiveness of sunder attempts against the weapon.<br \/>In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Ice and snow in a volume of 10 ft.\/level by 10 ft.\/level by 2 ft.\/level (S)","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Depending on the version you choose, the control snow and ice spell raises or lowers ice or snow.\nLower Snow and Ice: This causes snow and ice to sink away to a minimum depth of 1 inch.\nThe depth can be lowered by up to 2 feet per caster level.\nThe snow and ice is lowered within a squarish depression whose sides are up to 10 feet long per caster level.\nIn extremely large and deep snow and ice fields, such as a glacier, the spell creates a crevasse that sweeps creatures downward (without dealing damage), rendering them unable to leave by normal movement for the duration of the spell.\nThey can climb out of a crevasse, as normal with a DC 18 Climb check.\nWhen cast on ice elementals and other ice-based creatures, this spell acts as a slow spell.\nThe spell has no effect on other creatures.\nRaise Snow and Ice: This causes snow and ice to rise in height, just as the lower snow and ice version causes it to lower.\nCreatures and objects on top of the snow or ice are raised along with the top level of snow.\nFor either version, the character may reduce one horizontal dimension by half and double the other horizontal dimension.","short_description":"Depending on the version you choose, the control snow and ice spell raises or lowers ice or snow.","material_components":"0","name":"Control Snow and Ice","level":"Cleric 3","full_text":"<div><p><h5>Control Snow and Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Depending on the version you choose, the control snow and ice spell raises or lowers ice or snow.<br \/>Lower Snow and Ice: This causes snow and ice to sink away to a minimum depth of 1 inch.<br \/>The depth can be lowered by up to 2 feet per caster level.<br \/>The snow and ice is lowered within a squarish depression whose sides are up to 10 feet long per caster level.<br \/>In extremely large and deep snow and ice fields, such as a glacier, the spell creates a crevasse that sweeps creatures downward (without dealing damage), rendering them unable to leave by normal movement for the duration of the spell.<br \/>They can climb out of a crevasse, as normal with a DC 18 Climb check.<br \/>When cast on ice elementals and other ice-based creatures, this spell acts as a slow spell.<br \/>The spell has no effect on other creatures.<br \/>Raise Snow and Ice: This causes snow and ice to rise in height, just as the lower snow and ice version causes it to lower.<br \/>Creatures and objects on top of the snow or ice are raised along with the top level of snow.<br \/>For either version, the character may reduce one horizontal dimension by half and double the other horizontal dimension.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"20 ft.\/level","target":"","effect":"","area":"20 cu. ft.\/level emanation, centered on you","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You imbue an area with cold or fire energy, reducing or raising the temperature by one temperature band per five caster levels.\nEffects of the new temperature on creatures and the environment are incurred immediately (see Cold Dangers, page 8 of this book, and Heat Dangers, page 303 of the Dungeon Master's Guide).\nArcane Material Component: A drop of mercury.","short_description":"You imbue an area with cold or fire energy, reducing or raising the temperature by one temperature ba...","material_components":"0","name":"Control Temperature","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Control Temperature<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue an area with cold or fire energy, reducing or raising the temperature by one temperature band per five caster levels.<br \/>Effects of the new temperature on creatures and the environment are incurred immediately (see Cold Dangers, page 8 of this book, and Heat Dangers, page 303 of the Dungeon Master&#39;s Guide).<br \/>Arcane Material Component: A drop of mercury.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 20-ft.-by-20-ft. square of snow\/level","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"An area of fallen snow designated by you becomes hard and crumbly, generating a loud crunch when stepped upon.\nCreatures take a -20 penalty on Move Silently checks when traveling through crunchy snow.","short_description":"An area of fallen snow designated by you becomes hard and crumbly, generating a loud crunch when step...","material_components":"0","name":"Crunchy Snow","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Crunchy Snow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An area of fallen snow designated by you becomes hard and crumbly, generating a loud crunch when stepped upon.<br \/>Creatures take a -20 penalty on Move Silently checks when traveling through crunchy snow.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft. radius","duration":"1 hour\/level and instantaneous; see text","saving_throw":"None","spell_resistance":"No","description":"You imbue a 10-foot-radius area of plant life with magical heat, instantly healing 1d8 points of damage +1 point per caster level (maximum +10), and granting immunity to cold for the duration of the spell.\nEvergreen affects natural plants as well as creatures with the plant subtype.","short_description":"You imbue a 10-foot-radius area of plant life with magical heat, instantly healing 1d8 points of dama...","material_components":"0","name":"Evergreen","level":"Druid 2","full_text":"<div><p><h5>Evergreen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level and instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a 10-foot-radius area of plant life with magical heat, instantly healing 1d8 points of damage +1 point per caster level (maximum +10), and granting immunity to cold for the duration of the spell.<br \/>Evergreen affects natural plants as well as creatures with the plant subtype.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, XP","casting_time":"10 minutes (see text)","range":"1 mile\/level","target":"","effect":"","area":"1 mile\/level radius, centered on you","duration":"4d12 weeks","saving_throw":"None","spell_resistance":"No","description":"You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.\n\n|_. Season |_. Possible Weather |\n| Spring | Frequent snowfall, nightly frost |\n| Summer | Light snow, hailstorms, cold rain, cloudy |\n| Autumn | Frequent snowfall, frost |\n| Winter | Frigid cold, blizzard, and constant snowfall |\n\nDaily wind and snowfall during a fimbulwinter are determined using the table below. Add +8 to the roll when cast during winter, +4 in spring or autumn, \u20132 in summer, +2 for a cold climate, \u20132 for temperate climate, and \u20136 for hot climate. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.\n\n|_. d20 Roll |_. Amount of Snowfall |_. Amount of Wind |\n| 0 or less | 1d12 inches of snowfall melt | Weak (0\u201310 mph) |\n| 1--5 | No new snow | Weak (0\u201310 mph) |\n| 6--10 | 1d4\u20131 inches snow | Moderate (11+ mph) |\n| 11--15 | 1d8 inches snow or 1 inch hail | Moderate (11+ mph) |\n| 16--20 | 1d12 inches snow | Strong (21+ mph) |\n| 21--25 | 2d12+4 inches snow | Strong (21+ mph) |\n| 26+ | 1d6+1 feet of snow | Very strong (31+ mph) |\n\nYou control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). XP Cost: 100 XP.","short_description":"You change the weather to a state of permanent winter, or strengthen winter conditions already presen...","material_components":"0","name":"Fimbulwinter","level":"Cleric 9 \/ Druid 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Fimbulwinter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Druid 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>4d12 weeks<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Season <\/th>\n\t\t\t<th>Possible Weather <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Spring <\/td>\n\t\t\t<td> Frequent snowfall, nightly frost <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Summer <\/td>\n\t\t\t<td> Light snow, hailstorms, cold rain, cloudy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Autumn <\/td>\n\t\t\t<td> Frequent snowfall, frost <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Winter <\/td>\n\t\t\t<td> Frigid cold, blizzard, and constant snowfall <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Daily wind and snowfall during a fimbulwinter are determined using the table below. Add +8 to the roll when cast during winter, +4 in spring or autumn, \u20132 in summer, +2 for a cold climate, \u20132 for temperate climate, and \u20136 for hot climate. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>d20 Roll <\/th>\n\t\t\t<th>Amount of Snowfall <\/th>\n\t\t\t<th>Amount of Wind <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 0 or less <\/td>\n\t\t\t<td> 1d12 inches of snowfall melt <\/td>\n\t\t\t<td> Weak (0\u201310 mph) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1&#8212;5 <\/td>\n\t\t\t<td> No new snow <\/td>\n\t\t\t<td> Weak (0\u201310 mph) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6&#8212;10 <\/td>\n\t\t\t<td> 1d4\u20131 inches snow <\/td>\n\t\t\t<td> Moderate (11+ mph) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11&#8212;15 <\/td>\n\t\t\t<td> 1d8 inches snow or 1 inch hail <\/td>\n\t\t\t<td> Moderate (11+ mph) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16&#8212;20 <\/td>\n\t\t\t<td> 1d12 inches snow <\/td>\n\t\t\t<td> Strong (21+ mph) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 21&#8212;25 <\/td>\n\t\t\t<td> 2d12+4 inches snow <\/td>\n\t\t\t<td> Strong (21+ mph) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 26+ <\/td>\n\t\t\t<td> 1d6+1 feet of snow <\/td>\n\t\t\t<td> Very strong (31+ mph) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). XP Cost: 100 XP.<\/p><\/p>Reference: Frostburn 93<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft. square\/level","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"All earth, stone, and water in the spell's area is drained of heat.\nEarth, mud, and stone become everfrost and water freezes.\nYou affect a 10-foot-square area to a depth of 1 foot.\nMagical, enchanted, dressed, or worked stone cannot be affected.\nEarth, stone, or water creatures are not affected.\nThis spell can be used to create small icebergs in large bodies of water.\nThese icebergs float, but are extremely slippery and unstable, requiring a DC 15 Balance check per round to stay on the iceberg.\nIcebergs may be propelled through the water by the current, paddling, or other means.","short_description":"All earth, stone, and water in the spell's area is drained of heat.","material_components":"0","name":"Flash-freeze","level":"Druid 2","full_text":"<div><p><h5>Flash-freeze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>All earth, stone, and water in the spell&#39;s area is drained of heat.<br \/>Earth, mud, and stone become everfrost and water freezes.<br \/>You affect a 10-foot-square area to a depth of 1 foot.<br \/>Magical, enchanted, dressed, or worked stone cannot be affected.<br \/>Earth, stone, or water creatures are not affected.<br \/>This spell can be used to create small icebergs in large bodies of water.<br \/>These icebergs float, but are extremely slippery and unstable, requiring a DC 15 Balance check per round to stay on the iceberg.<br \/>Icebergs may be propelled through the water by the current, paddling, or other means.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject, along with all its carried gear, turns into a mindless, inert ice sculpture.\nIf the sculpture resulting from this spell is broken, melted, or damaged, the subject (if ever returned to its original state) has similar damage or deformities.\nThe creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.\nOnly creatures made of flesh are affected by this spell.\nMaterial Component:Water and a drop of blood.","short_description":"The subject, along with all its carried gear, turns into a mindless, inert ice sculpture.","material_components":"0","name":"Flesh to Ice","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Flesh to Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject, along with all its carried gear, turns into a mindless, inert ice sculpture.<br \/>If the sculpture resulting from this spell is broken, melted, or damaged, the subject (if ever returned to its original state) has similar damage or deformities.<br \/>The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.<br \/>Only creatures made of flesh are affected by this spell.<br \/>Material Component:Water and a drop of blood.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One Large or smaller creature or object","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The target gains buoyancy and can float on water for the duration of the spell.\nIt cannot swim below the surface of the water.\nCreatures that must breathe water can still do so, but cannot swim under the surface.\nIf the target is underwater at the time this spell is cast, it rises toward the surface at a speed of 30 feet.\nMaterial Component: An ice cube dropped into water.","short_description":"The target gains buoyancy and can float on water for the duration of the spell.","material_components":"0","name":"Float","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Float<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target gains buoyancy and can float on water for the duration of the spell.<br \/>It cannot swim below the surface of the water.<br \/>Creatures that must breathe water can still do so, but cannot swim under the surface.<br \/>If the target is underwater at the time this spell is cast, it rises toward the surface at a speed of 30 feet.<br \/>Material Component: An ice cube dropped into water.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One creature\/level, no two of which can be more than 30 ft. apart","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Creatures with the cold subtype gain a +1 sacred bonus on all attack rolls and on saving throws against fire effects.","short_description":"Creatures with the cold subtype gain a +1 sacred bonus on all attack rolls and on saving throws again...","material_components":"0","name":"Fortify Cold Creatures","level":"Cleric 1","full_text":"<div><p><h5>Fortify Cold Creatures<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Creatures with the cold subtype gain a +1 sacred bonus on all attack rolls and on saving throws against fire effects.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Metal equipment of one creature\/level","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"Freeze armor locks suits of metal armor and equipment into a layer of ice and extreme cold, immobilizing and damaging the armor's wearers.\nUnattended, nonmagical metal gets no saving throw.\nEnchanted metal is allowed a saving throw against the spell.\nAn item in a creature's possession uses the creature's saving throw (unless its own is higher).\nA creature wearing metal armor that fails its save is frozen in place.\nThe spell locks the armor's joints and seams in inches of solid ice.\nThe frozen creature takes the damage listed below.\nIn addition, it suffers a -6 penalty on attack rolls, a -8 penalty to effective Dexterity, and can't move.\nA frozen character who attempts to cast a spell must make a Concentration check (DC 15 + level of spell being cast) or lose the spell.\nA creature wearing metal armor that makes its save takes half the damage listed below.\nA creature not wearing metal armor that fails its save takes the damage listed below if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.\nThe creature takes minimum damage (1, 2, 3, or 4 points; see the table) each round if it is not wearing metal armor or the metal that it is carrying weighs less than one-fifth of the creature's weight.\nA creature not wearing or carrying metal less than one-fifth of its weight that makes its save is entirely unaffected by freeze armor.\nAny heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.\nFor example, if the damage from a freeze armor spell indicates 5 points of cold damage and the creature plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no cold damage and only 3 points of fire damage.","short_description":"Freeze armor locks suits of metal armor and equipment into a layer of ice and extreme cold, immobiliz...","material_components":"0","name":"Freeze Armor","level":"Cleric 4 \/ Druid 4","full_text":"<div><p><h5>Freeze Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Freeze armor locks suits of metal armor and equipment into a layer of ice and extreme cold, immobilizing and damaging the armor&#39;s wearers.<br \/>Unattended, nonmagical metal gets no saving throw.<br \/>Enchanted metal is allowed a saving throw against the spell.<br \/>An item in a creature&#39;s possession uses the creature&#39;s saving throw (unless its own is higher).<br \/>A creature wearing metal armor that fails its save is frozen in place.<br \/>The spell locks the armor&#39;s joints and seams in inches of solid ice.<br \/>The frozen creature takes the damage listed below.<br \/>In addition, it suffers a -6 penalty on attack rolls, a -8 penalty to effective Dexterity, and can&#39;t move.<br \/>A frozen character who attempts to cast a spell must make a Concentration check (DC 15 + level of spell being cast) or lose the spell.<br \/>A creature wearing metal armor that makes its save takes half the damage listed below.<br \/>A creature not wearing metal armor that fails its save takes the damage listed below if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.<br \/>The creature takes minimum damage (1, 2, 3, or 4 points; see the table) each round if it is not wearing metal armor or the metal that it is carrying weighs less than one-fifth of the creature&#39;s weight.<br \/>A creature not wearing or carrying metal less than one-fifth of its weight that makes its save is entirely unaffected by freeze armor.<br \/>Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.<br \/>For example, if the damage from a freeze armor spell indicates 5 points of cold damage and the creature plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no cold damage and only 3 points of fire damage.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"Weapon touched","duration":"1 round\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"No","description":"You imbue a weapon with icy cold, granting it a power similar to the frost special ability.\nA frost weapon deals an extra 1d6 points of cold damage on a successful hit.\nIf cast on a bow, crossbow, or sling, the spell bestows the cold energy upon the weapon's ammunition.\nThis ability stacks with the frost special ability, but not with itself.\nMaterial Component: A drop of water.","short_description":"You imbue a weapon with icy cold, granting it a power similar to the frost special ability.","material_components":"0","name":"Frost Weapon","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2","full_text":"<div><p><h5>Frost Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a weapon with icy cold, granting it a power similar to the frost special ability.<br \/>A frost weapon deals an extra 1d6 points of cold damage on a successful hit.<br \/>If cast on a bow, crossbow, or sling, the spell bestows the cold energy upon the weapon&#39;s ammunition.<br \/>This ability stacks with the frost special ability, but not with itself.<br \/>Material Component: A drop of water.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft. cube\/level","duration":"1 hour\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"See text","description":"The area you designate becomes a frigid and icy environment, immediately dropping the temperature by 3 temperature bands.\nFor example, if the temperature is moderate, it drops to extreme cold (see page 9).\nIf the new temperature is below the cold band, all water is turned to ice and all earth and stone becomes everfrost to a depth of 10 feet per caster level.\nAir within the area freezes, resulting in a heavy snowstorm lasting for the duration of the spell.\nSnow accumulates only if the ground temperature is below the moderate band.\nLiving creatures caught within the area when the spell is cast instantly turn to ice (as per the flesh to ice spell).\nIf a creature successfully saves, frostfell deals 1d6 points of frostburn damage per caster level (maximum 20d6).\nCreatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of cold, snow, and ice for the duration of the spell.\nObjects in the area, including those held by creatures, are instantly covered in a thin layer of frost, making them slippery.\nWhen a creature uses a frosted item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.\nCold spells cast within the area gain a +1 caster level.\nMultiple frostfells may be cast in the same area to increase the effects (dropping the temperature by an additional 3 bands).\nThe temperature band cannot be dropped below unearthly cold, no matter how many times frostfell has been cast.\nArcane Material Component: A pinch of dust and a few drops of water.","short_description":"The area you designate becomes a frigid and icy environment, immediately dropping the temperature by ...","material_components":"0","name":"Frostfell","level":"Druid 8 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Frostfell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>The area you designate becomes a frigid and icy environment, immediately dropping the temperature by 3 temperature bands.<br \/>For example, if the temperature is moderate, it drops to extreme cold (see page 9).<br \/>If the new temperature is below the cold band, all water is turned to ice and all earth and stone becomes everfrost to a depth of 10 feet per caster level.<br \/>Air within the area freezes, resulting in a heavy snowstorm lasting for the duration of the spell.<br \/>Snow accumulates only if the ground temperature is below the moderate band.<br \/>Living creatures caught within the area when the spell is cast instantly turn to ice (as per the flesh to ice spell).<br \/>If a creature successfully saves, frostfell deals 1d6 points of frostburn damage per caster level (maximum 20d6).<br \/>Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of cold, snow, and ice for the duration of the spell.<br \/>Objects in the area, including those held by creatures, are instantly covered in a thin layer of frost, making them slippery.<br \/>When a creature uses a frosted item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.<br \/>Cold spells cast within the area gain a +1 caster level.<br \/>Multiple frostfells may be cast in the same area to increase the effects (dropping the temperature by an additional 3 bands).<br \/>The temperature band cannot be dropped below unearthly cold, no matter how many times frostfell has been cast.<br \/>Arcane Material Component: A pinch of dust and a few drops of water.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half (harmless)","spell_resistance":"Yes (harmless)","description":"You absorb slush, snow, and ice, channeling the cold energy stored within to cure 10 points of damage per caster level, to a maximum of 150 points at 15th level.\nThe spell melts all slush, snow, and ice within 10 feet of the caster.","short_description":"You absorb slush, snow, and ice, channeling the cold energy stored within to cure 10 points of damage...","material_components":"0","name":"Hibernal Healing","level":"Cleric 5 \/ Druid 4 \/ Disciple of Thrym 4","full_text":"<div><p><h5>Hibernal Healing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 4 \/ Disciple of Thrym 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You absorb slush, snow, and ice, channeling the cold energy stored within to cure 10 points of damage per caster level, to a maximum of 150 points at 15th level.<br \/>The spell melts all slush, snow, and ice within 10 feet of the caster.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"Ice touched, up to 10 cu. ft. + 1 cu. ft.\/level","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You can form an existing piece of ice into any shape that suits your purpose.\nFor example, you can make an ice weapon, a special trapdoor, or a crude idol.\nIce shape also permits you to reshape an ice door to make an exit where one didn't exist or to seal a door shut.\nWhile it's possible to make crude coffers, doors, and so forth with ice shape, fine detail isn't possible.\nThere is a 30% chance that any shape including moving parts simply doesn't work.\nArcane Material Component: Slush, which must be spread into roughly the desired shape of the ice object and then touched to the ice while the verbal component is uttered.","short_description":"You can form an existing piece of ice into any shape that suits your purpose.","material_components":"0","name":"Ice Shape","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 5 \/ Wizard 5 \/ Disciple of Thrym 3","full_text":"<div><p><h5>Ice Shape<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 5 \/ Wizard 5 \/ Disciple of Thrym 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can form an existing piece of ice into any shape that suits your purpose.<br \/>For example, you can make an ice weapon, a special trapdoor, or a crude idol.<br \/>Ice shape also permits you to reshape an ice door to make an exit where one didn&#39;t exist or to seal a door shut.<br \/>While it&#39;s possible to make crude coffers, doors, and so forth with ice shape, fine detail isn&#39;t possible.<br \/>There is a 30% chance that any shape including moving parts simply doesn&#39;t work.<br \/>Arcane Material Component: Slush, which must be spread into roughly the desired shape of the ice object and then touched to the ice while the verbal component is uttered.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You allow a creature to skate across any icy surface, either level or inclined, increasing its base land speed by 60 feet.\n(This adjustment is treated as an enhancement bonus).\nNo Balance checks are required for this movement (even during combat on ice) unless the recipient attempts exceptional maneuvers, such as jumping a crevasse or gliding up a frozen waterfall, or takes damage--even then, the recipient gains a +4 enhancement bonus on its Balance check.","short_description":"You allow a creature to skate across any icy surface, either level or inclined, increasing its base l...","material_components":"0","name":"Ice Skate","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Ice Skate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You allow a creature to skate across any icy surface, either level or inclined, increasing its base land speed by 60 feet.<br \/>(This adjustment is treated as an enhancement bonus).<br \/>No Balance checks are required for this movement (even during combat on ice) unless the recipient attempts exceptional maneuvers, such as jumping a crevasse or gliding up a frozen waterfall, or takes damage&#8212;even then, the recipient gains a +4 enhancement bonus on its Balance check.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One frozen creature or a cylinder of ice from 1 ft. to 3 ft. in diameter and up to 10 ft. long","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (object); see text","spell_resistance":"Yes","description":"This spell restores a frozen creature to its normal state, restoring life and goods.\nThe creature must make a DC 15 Fortitude save to survive the process.\nAny frozen creature, regardless of size, can be restored.\nThe spell also can convert a mass of ice into a fleshy substance.\nSuch flesh is inert and lacking a vital life force unless a life force or magical energy is available.\n(For example, an ordinary ice sculpture would become a corpse).\nYou can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of ice.\nMaterial Component: A cube of ice and a drop of blood.","short_description":"This spell restores a frozen creature to its normal state, restoring life and goods.","material_components":"0","name":"Ice to Flesh","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Ice to Flesh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell restores a frozen creature to its normal state, restoring life and goods.<br \/>The creature must make a DC 15 Fortitude save to survive the process.<br \/>Any frozen creature, regardless of size, can be restored.<br \/>The spell also can convert a mass of ice into a fleshy substance.<br \/>Such flesh is inert and lacking a vital life force unless a life force or magical energy is available.<br \/>(For example, an ordinary ice sculpture would become a corpse).<br \/>You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of ice.<br \/>Material Component: A cube of ice and a drop of blood.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's flesh and all his equipment turn white, granting him a +5 circumstance bonus on Hide checks in heavy snow or ice areas.\nIn any nonwhite-hued area (including ebony ice), ivory flesh instead incurs a -5 penalty on Hide checks.","short_description":"The subject's flesh and all his equipment turn white, granting him a +5 circumstance bonus on Hide ch...","material_components":"0","name":"Ivory Flesh","level":"Bard 1 \/ Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Ivory Flesh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s flesh and all his equipment turn white, granting him a +5 circumstance bonus on Hide checks in heavy snow or ice areas.<br \/>In any nonwhite-hued area (including ebony ice), ivory flesh instead incurs a -5 penalty on Hide checks.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"Creature touched","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Mantle of the icy soul permanently adds the cold subtype to the targeted creature.\nThe skin, hair, and scales of the creature subtly change color to take on an icy blue tint, and its breath does not frost in cold temperatures.\nThe recipient of a mantle of the icy soul gains immunity to cold, but has vulnerability to fire, which means that it takes half again as much damage (+50%) as normal from fire regardless of whether a saving throw is allowed, or if it is a success or a failure.\nThere is no change to the creature's Challenge Rating or effective character level.\nThe effects of this spell can be removed by a limited wish or wish.\nMaterial Component: A handful of ice or snow that must be pressed to the target's body.\nXP Cost: 2,000.","short_description":"Mantle of the icy soul permanently adds the cold subtype to the targeted creature.","material_components":"0","name":"Mantle of the Icy Soul","level":"Cleric 6 \/ Druid 5","full_text":"<div><p><h5>Mantle of the Icy Soul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Mantle of the icy soul permanently adds the cold subtype to the targeted creature.<br \/>The skin, hair, and scales of the creature subtly change color to take on an icy blue tint, and its breath does not frost in cold temperatures.<br \/>The recipient of a mantle of the icy soul gains immunity to cold, but has vulnerability to fire, which means that it takes half again as much damage (+50%) as normal from fire regardless of whether a saving throw is allowed, or if it is a success or a failure.<br \/>There is no change to the creature&#39;s Challenge Rating or effective character level.<br \/>The effects of this spell can be removed by a limited wish or wish.<br \/>Material Component: A handful of ice or snow that must be pressed to the target&#39;s body.<br \/>XP Cost: 2,000.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"Meld into ice enables you to meld your body and possessions\ninto a single block of ice.\nThe ice must be large enough to accommodate your body in all three dimensions.\nWhen the casting is complete, you and not more than 100 pounds of nonliving gear merge with the ice.\nIf either condition is violated, the spell fails and is wasted.\nWhile in the ice, you remain in contact, however tenuous, with the face of the ice through which you melded.\nYou remain aware of the passage of time and can cast spells on yourself while hiding in the ice.\nNothing that goes on outside the ice can be seen, but you can still hear what happens around you.\nMinor physical damage to the ice does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.\nThe ice's complete destruction (by damage or thawing) expels you and slays you instantly unless you make a DC 18 Fortitude save.\nAny time before the duration expires, you can step out of the ice through the surface that you entered.\nIf the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.\nThe following spells harm you if cast upon the ice that you are occupying: Ice to flesh expels you and deals you 5d6 points of damage.\nIce shape deals you 3d6 points of damage but does not expel you.\nThaw expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.\nFinally, pass through ice expels you without damage.","short_description":"Meld into ice enables you to meld your body and possessions\ninto a single block of ice.","material_components":"0","name":"Meld Into Ice","level":"Cleric 3 \/ Druid 3 \/ Disciple of Thrym 3","full_text":"<div><p><h5>Meld Into Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Disciple of Thrym 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>Meld into ice enables you to meld your body and possessions<br \/>into a single block of ice.<br \/>The ice must be large enough to accommodate your body in all three dimensions.<br \/>When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the ice.<br \/>If either condition is violated, the spell fails and is wasted.<br \/>While in the ice, you remain in contact, however tenuous, with the face of the ice through which you melded.<br \/>You remain aware of the passage of time and can cast spells on yourself while hiding in the ice.<br \/>Nothing that goes on outside the ice can be seen, but you can still hear what happens around you.<br \/>Minor physical damage to the ice does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.<br \/>The ice&#39;s complete destruction (by damage or thawing) expels you and slays you instantly unless you make a DC 18 Fortitude save.<br \/>Any time before the duration expires, you can step out of the ice through the surface that you entered.<br \/>If the spell&#39;s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.<br \/>The following spells harm you if cast upon the ice that you are occupying: Ice to flesh expels you and deals you 5d6 points of damage.<br \/>Ice shape deals you 3d6 points of damage but does not expel you.<br \/>Thaw expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.<br \/>Finally, pass through ice expels you without damage.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"See text","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Snow or ice in an area up to 750 ft. square and up to 10 ft. deep (S)","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell moves snow and ice.\nThe area to be affected determines the casting time.\nFor every 150-foot square (up to 10 feet deep), casting takes 10 minutes.\nThe maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.\nThis spell does not violently break the surface of snow or ice.\nInstead, it creates wavelike crests and troughs, with glacierlike fluidity until the desired result is achieved.\nTrees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.\nThe spell cannot be used for tunneling and is generally too slow to trap or bury creatures.\nIts primary use is for digging or adjusting terrain contours before a battle.\nThis spell has no effect on ice creatures.\nMaterial Component: A mixture of snow and ice in a small bag, and an iron blade.","short_description":"This spell moves snow and ice.","material_components":"0","name":"Move Snow and Ice","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Move Snow and Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell moves snow and ice.<br \/>The area to be affected determines the casting time.<br \/>For every 150-foot square (up to 10 feet deep), casting takes 10 minutes.<br \/>The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.<br \/>This spell does not violently break the surface of snow or ice.<br \/>Instead, it creates wavelike crests and troughs, with glacierlike fluidity until the desired result is achieved.<br \/>Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.<br \/>The spell cannot be used for tunneling and is generally too slow to trap or bury creatures.<br \/>Its primary use is for digging or adjusting terrain contours before a battle.<br \/>This spell has no effect on ice creatures.<br \/>Material Component: A mixture of snow and ice in a small bag, and an iron blade.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Yes (harmless)","spell_resistance":"Yes (harmless)","description":"The transmuted creature is able to pass through ice or snow as easily as water, but not through stone or frozen mud.\nThe creature moves at a speed of 15 feet and can rise or sink into ice at a rate of 5 feet per round.\nWhen a pass through ice spell ends, the affected creature is ejected out to the nearest ice surface.\nIf someone dispels pass through ice or you dismiss it while a creature is still in the ice, the creatures may be trapped in\nthe ice unless they can reach the nearest surface within a single round of movement.\nCreatures trapped act as if caught in an entomb spell.","short_description":"The transmuted creature is able to pass through ice or snow as easily as water, but not through stone...","material_components":"0","name":"Pass Through Ice","level":"Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Pass Through Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creature is able to pass through ice or snow as easily as water, but not through stone or frozen mud.<br \/>The creature moves at a speed of 15 feet and can rise or sink into ice at a rate of 5 feet per round.<br \/>When a pass through ice spell ends, the affected creature is ejected out to the nearest ice surface.<br \/>If someone dispels pass through ice or you dismiss it while a creature is still in the ice, the creatures may be trapped in<br \/>the ice unless they can reach the nearest surface within a single round of movement.<br \/>Creatures trapped act as if caught in an entomb spell.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature\/level touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subjects can walk on top of snow rather than through it, avoiding the usual movement penalties and leaving neither footprints nor scent.\nTracking the subject is impossible by nonmagical means, and the gliding along the surface of the snow adds 10 feet to the target creature's land speed.\n(This adjustment is treated as an enhancement bonus).","short_description":"The subjects can walk on top of snow rather than through it, avoiding the usual movement penalties an...","material_components":"0","name":"Snow Walk","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Snow Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subjects can walk on top of snow rather than through it, avoiding the usual movement penalties and leaving neither footprints nor scent.<br \/>Tracking the subject is impossible by nonmagical means, and the gliding along the surface of the snow adds 10 feet to the target creature&#39;s land speed.<br \/>(This adjustment is treated as an enhancement bonus).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Snow touched, up to 10 cu. ft. + 1 cu. ft.\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You can form existing snow into any shape that suits your purpose.\nFor example, you can make a snowbank for concealment, sculpt a snow statue or idol, open a tunnel in deep snow, or simply cover a set of tracks.\nSnowdrift also permits you to raise snowy barriers around a door or house to prevent vision in or out, or to clog a chimney with snow.\nSnow cannot be made into weapons with this spell, and snowdrift does not affect solid ice in any form.\nArcane Material Component: A pinch of white flour.","short_description":"You can form existing snow into any shape that suits your purpose.","material_components":"0","name":"Snowdrift","level":"Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Snowdrift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can form existing snow into any shape that suits your purpose.<br \/>For example, you can make a snowbank for concealment, sculpt a snow statue or idol, open a tunnel in deep snow, or simply cover a set of tracks.<br \/>Snowdrift also permits you to raise snowy barriers around a door or house to prevent vision in or out, or to clog a chimney with snow.<br \/>Snow cannot be made into weapons with this spell, and snowdrift does not affect solid ice in any form.<br \/>Arcane Material Component: A pinch of white flour.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, and ignores all penalties due to snow glare and snow blindness.\nSnowsight is no better than normal vision.\nDuring daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for the subject creature.\nSnowsight does not grant creatures the ability to see in darkness.","short_description":"The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, ...","material_components":"0","name":"Snowsight","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Snowsight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, and ignores all penalties due to snow glare and snow blindness.<br \/>Snowsight is no better than normal vision.<br \/>During daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for the subject creature.<br \/>Snowsight does not grant creatures the ability to see in darkness.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft. cube\/level (S)","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You imbue an area with a combination of cold and negative energies that suppresses flame.\nIllumination emitted by fire (torches, continual flame, and so on) is reduced by half.\nFor example, a hooded lantern within the area of a suppress flame spell clearly illuminates a 15-foot radius (instead of a 30-foot radius) and provides shadowy illumination in a 30-foot radius (instead of a 60-foot radius).\nIn addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die.\nSo, a fireball cast by a 10th-level wizard would deal 10 points of fire damage to those who fail their Reflex save or 5 points of fire damage to those who make their Reflex save, rather than 10d6 points of fire damage or half that amount, respectively, outside the confines of a suppress flame spell.\nA caster can make a caster level check (DC 10 + the suppress flame's caster level) to cause normal amounts of damage from fire spells.\nA new caster level check must be made for each spell cast.\nColdfire Component: Ten ounces of coldfire.","short_description":"You imbue an area with a combination of cold and negative energies that suppresses flame.","material_components":"0","name":"Suppress Flame","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Suppress Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue an area with a combination of cold and negative energies that suppresses flame.<br \/>Illumination emitted by fire (torches, continual flame, and so on) is reduced by half.<br \/>For example, a hooded lantern within the area of a suppress flame spell clearly illuminates a 15-foot radius (instead of a 30-foot radius) and provides shadowy illumination in a 30-foot radius (instead of a 60-foot radius).<br \/>In addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die.<br \/>So, a fireball cast by a 10th-level wizard would deal 10 points of fire damage to those who fail their Reflex save or 5 points of fire damage to those who make their Reflex save, rather than 10d6 points of fire damage or half that amount, respectively, outside the confines of a suppress flame spell.<br \/>A caster can make a caster level check (DC 10 + the suppress flame&#39;s caster level) to cause normal amounts of damage from fire spells.<br \/>A new caster level check must be made for each spell cast.<br \/>Coldfire Component: Ten ounces of coldfire.<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft. cube\/level","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"All everfrost, slush, snow, mud, and ice in the spell's area are filled with heat.\nIce and snow become slush, slush becomes everfrost, and everfrost becomes bog (see page 88 of the Dungeon Master's Guide, for information on bogs).","short_description":"All everfrost, slush, snow, mud, and ice in the spell's area are filled with heat.","material_components":"0","name":"Thaw","level":"Druid 2","full_text":"<div><p><h5>Thaw<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>All everfrost, slush, snow, mud, and ice in the spell&#39;s area are filled with heat.<br \/>Ice and snow become slush, slush becomes everfrost, and everfrost becomes bog (see page 88 of the Dungeon Master&#39;s Guide, for information on bogs).<\/p><\/p>Reference: Frostburn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As antilife shell, except that it affects only ectoplasm, whether inert or part of an ectoplasmic creature.","short_description":"As antilife shell, except that it affects only ectoplasm, whether inert or part of an ectoplasmic cre...","material_components":"0","name":"Anti-ectoplasm Shell","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Anti-ectoplasm Shell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>As antilife shell, except that it affects only ectoplasm, whether inert or part of an ectoplasmic creature.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You prevent the subject creature from manifesting as a ghost for the duration of the spell.\nIf the subject dies, it appears on the Ethereal Plane as normal, but cannot enter the Material Plane while the spell is in effect.\nThis spell works only on an ethereal ghost or a living creature with a physical body; it cannot be cast upon the body of someone who is already dead, because this spell affects a creature's soul and a dead body has no soul to affect.","short_description":"You prevent the subject creature from manifesting as a ghost for the duration of the spell.","material_components":"0","name":"Delay Manifestation","level":"Cleric 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Delay Manifestation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You prevent the subject creature from manifesting as a ghost for the duration of the spell.<br \/>If the subject dies, it appears on the Ethereal Plane as normal, but cannot enter the Material Plane while the spell is in effect.<br \/>This spell works only on an ethereal ghost or a living creature with a physical body; it cannot be cast upon the body of someone who is already dead, because this spell affects a creature&#39;s soul and a dead body has no soul to affect.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You force a being that is possessing a creature out of its host body.\nThe possessor acts as if it had left its host voluntarily (a ghost appears next to the host, a person using magic jar returns to its receptacle if in range or dies if it is not, and so on).\nAlternatively, this spell may be used as a form of dispel magic to dispel a charm, dominate, or similar effect on a target.\nMaterial Component: powered silver worth 1 gp.","short_description":"You force a being that is possessing a creature out of its host body.","material_components":"0","name":"Dispel Possession","level":"Bard 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dispel Possession<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You force a being that is possessing a creature out of its host body.<br \/>The possessor acts as if it had left its host voluntarily (a ghost appears next to the host, a person using magic jar returns to its receptacle if in range or dies if it is not, and so on).<br \/>Alternatively, this spell may be used as a form of dispel magic to dispel a charm, dominate, or similar effect on a target.<br \/>Material Component: powered silver worth 1 gp.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As alarm, but detecting only ethereal creatures that enter the warded area.\nThe spell does not give you the ability to see the ethereal creatures once the alarm is triggered.","short_description":"As alarm, but detecting only ethereal creatures that enter the warded area.","material_components":"0","name":"Ethereal Alarm","level":"Bard 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Ethereal Alarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As alarm, but detecting only ethereal creatures that enter the warded area.<br \/>The spell does not give you the ability to see the ethereal creatures once the alarm is triggered.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing nonhumanoid","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"None","spell_resistance":"No","description":"If the nonhumanoid subject creature dies while this spell is in effect, the creature's soul does not immediately enter the realm of the dead, and it can instead attempt to enter the Material Plane as a ghost, just as if it were a type of creature (humanoid) normally capable of such.\nOnce the creature becomes a ghost, it can remain so until the spell duration expires, at which time it immediately passes through the Veil of Souls to the True Afterlife.\nThe creature may willingly do this before the duration expires.","short_description":"If the nonhumanoid subject creature dies while this spell is in effect, the creature's soul does not ...","material_components":"0","name":"Ghost Lock","level":"Cleric 2 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ghost Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>If the nonhumanoid subject creature dies while this spell is in effect, the creature&#39;s soul does not immediately enter the realm of the dead, and it can instead attempt to enter the Material Plane as a ghost, just as if it were a type of creature (humanoid) normally capable of such.<br \/>Once the creature becomes a ghost, it can remain so until the spell duration expires, at which time it immediately passes through the Veil of Souls to the True Afterlife.<br \/>The creature may willingly do this before the duration expires.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As glyph of warding, except that instead of a spell effect or a blast of energy, the spell unleashes a burst of positive or negative energy, depending on whether you channel positive or negative energy.\nWhen you cast this spell, it uses one of your turning attempts for the day.\nIf you have a feat or special ability that alters your turning check (such as Empower Turning), youmay apply that modifier to the turning or rebuking stored in the glyph.\nWhen the glyph is triggered, the turning or rebuking attempt functions as if you were making the turning roll.\nA successful turning or rebuking attempt causes the undead to flee the glyph.\nIf the result is that the undead are commanded, they guard the area of the glyph for 24 hours and then are released from the effects of the command.\nThe commanded undead do not serve you.","short_description":"As glyph of warding, except that instead of a spell effect or a blast of energy, the spell unleashes ...","material_components":"0","name":"Glyph of Turning","level":"Cleric 3","full_text":"<div><p><h5>Glyph of Turning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As glyph of warding, except that instead of a spell effect or a blast of energy, the spell unleashes a burst of positive or negative energy, depending on whether you channel positive or negative energy.<br \/>When you cast this spell, it uses one of your turning attempts for the day.<br \/>If you have a feat or special ability that alters your turning check (such as Empower Turning), youmay apply that modifier to the turning or rebuking stored in the glyph.<br \/>When the glyph is triggered, the turning or rebuking attempt functions as if you were making the turning roll.<br \/>A successful turning or rebuking attempt causes the undead to flee the glyph.<br \/>If the result is that the undead are commanded, they guard the area of the glyph for 24 hours and then are released from the effects of the command.<br \/>The commanded undead do not serve you.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"This spell wards a creature against mental control and possession attempts.\nThe spell blocks any attempt to possess the warded creature (as by a magic jar attack or certain ghost feats) or to exercise mental control over the creature (as by a vampire's supernatural domination ability, which works similarly to dominate person).\nThe protection does not prevent a vampire's domination itself, but it prevents the vampire from mentally commanding the protected creature.\nIf the protection from possession effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature.\nLikewise, the spell keeps out a possessing life force, but does not expel one if it is in place before the spell is cast.\nArcane Material Component: A bit of powdered silver, which is used to mark the forehead of the target creature.","short_description":"This spell wards a creature against mental control and possession attempts.","material_components":"0","name":"Protection from Possession","level":"Bard 1 \/ Bone Collector 1 \/ Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Protection from Possession<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Bone Collector 1 \/ Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell wards a creature against mental control and possession attempts.<br \/>The spell blocks any attempt to possess the warded creature (as by a magic jar attack or certain ghost feats) or to exercise mental control over the creature (as by a vampire&#39;s supernatural domination ability, which works similarly to dominate person).<br \/>The protection does not prevent a vampire&#39;s domination itself, but it prevents the vampire from mentally commanding the protected creature.<br \/>If the protection from possession effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature.<br \/>Likewise, the spell keeps out a possessing life force, but does not expel one if it is in place before the spell is cast.<br \/>Arcane Material Component: A bit of powdered silver, which is used to mark the forehead of the target creature.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repel wood, but affecting only ectoplasm, whether inert or part of an ectoplasmic creature.\nLarge manifestations of ectoplasm (such as a wall of ectoplasm spell) are not considered fixed firmly for the purpose of this spell and are pushed back by the waves of energy.","short_description":"As repel wood, but affecting only ectoplasm, whether inert or part of an ectoplasmic creature.","material_components":"0","name":"Repel Ectoplasm","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Repel Ectoplasm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As repel wood, but affecting only ectoplasm, whether inert or part of an ectoplasmic creature.<br \/>Large manifestations of ectoplasm (such as a wall of ectoplasm spell) are not considered &quot;fixed firmly&quot; for the purpose of this spell and are pushed back by the waves of energy.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One ghost","area":"","duration":"Instantaneous","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You force a ghost to succumb to the Calling and depart immediately for the True Afterlife.\nEach level in the eidolon class the target ghost has gives it a -1 penalty on its saving throw against this spell.","short_description":"You force a ghost to succumb to the Calling and depart immediately for the True Afterlife.","material_components":"0","name":"Song of the Calling","level":"Bard 3","full_text":"<div><p><h5>Song of the Calling<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One ghost<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You force a ghost to succumb to the Calling and depart immediately for the True Afterlife.<br \/>Each level in the eidolon class the target ghost has gives it a -1 penalty on its saving throw against this spell.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"This spell allows you to protect yourself against some condition, such as being immersed in boiling oil or being buried under an avalanche, that would ordinarily cause certain death.\nYou can protect yourself against only a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).\nYou must specify the condition against which you wish to protect yourself, and the spell is effective against only that condition.\nShould you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.\nHowever, the spell does not protect any items carried on your person.\nAt the end of the spell's duration, the condition has full normal effects on you if you are still subjected to it.\nMaterial Components: An ointment of peach syrup and cinnabar.\nThis spell first appeared in Oriental Adventures.","short_description":"This spell allows you to protect yourself against some condition, such as being immersed in boiling o...","material_components":"0","name":"Surelife","level":"","full_text":"<div><p><h5>Surelife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to protect yourself against some condition, such as being immersed in boiling oil or being buried under an avalanche, that would ordinarily cause certain death.<br \/>You can protect yourself against only a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).<br \/>You must specify the condition against which you wish to protect yourself, and the spell is effective against only that condition.<br \/>Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.<br \/>However, the spell does not protect any items carried on your person.<br \/>At the end of the spell&#39;s duration, the condition has full normal effects on you if you are still subjected to it.<br \/>Material Components: An ointment of peach syrup and cinnabar.<br \/>This spell first appeared in Oriental Adventures.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Touch","target":"","effect":"1 lb. of raw ectoplasm\/level","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"You create raw ectoplasm.\nThe ectoplasm forms from your hands, eyes, or mouth, and may be pale gray, light blue, light green, or pale yellow.\nYou may create sticky or slippery ectoplasm.\nThe ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 10 minutes, it vanishes instantly.","short_description":"You create raw ectoplasm.","material_components":"0","name":"Create Ectoplasm","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Create Ectoplasm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1 lb. of raw ectoplasm\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create raw ectoplasm.<br \/>The ectoplasm forms from your hands, eyes, or mouth, and may be pale gray, light blue, light green, or pale yellow.<br \/>You may create sticky or slippery ectoplasm.<br \/>The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 10 minutes, it vanishes instantly.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As web, except as noted below and that the strands are made of ectoplasm and therefore affect incorporeal creatures.\nMaterial Component: A bit of spider web and splinters from a sphere made of resin.","short_description":"As web, except as noted below and that the strands are made of ectoplasm and therefore affect incorpo...","material_components":"0","name":"Ectoplasmic Web","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ectoplasmic Web<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><\/table><p>\t<p>As web, except as noted below and that the strands are made of ectoplasm and therefore affect incorporeal creatures.<br \/>Material Component: A bit of spider web and splinters from a sphere made of resin.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"10 ft.","target":"","effect":"","area":"Cone","duration":"1 round (see text)","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"This spell functions like stinking cloud, except as noted above and as follows.\nYou exhale a 10-foot cone of stinking gas.\nThough the cone persists for only 1 round, creatures who succumb to its effects are still nauseated for 1d4+1 rounds after leaving the area of the cone.\nA creature that has a special saving throw bonus against poison may apply that to its saving throw against this spell.\nCreatures immune to poison are unaffected by fetid breath.\nLegends maintain that this spell was created either by the yuan-ti or by an arcane worshipper of Khostren.\nMaterial Component: A clove of garlic or an onion, which you must eat.","short_description":"This spell functions like stinking cloud, except as noted above and as follows.","material_components":"0","name":"Fetid Breath","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Fetid Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like stinking cloud, except as noted above and as follows.<br \/>You exhale a 10-foot cone of stinking gas.<br \/>Though the cone persists for only 1 round, creatures who succumb to its effects are still nauseated for 1d4+1 rounds after leaving the area of the cone.<br \/>A creature that has a special saving throw bonus against poison may apply that to its saving throw against this spell.<br \/>Creatures immune to poison are unaffected by fetid breath.<br \/>Legends maintain that this spell was created either by the yuan-ti or by an arcane worshipper of Khostren.<br \/>Material Component: A clove of garlic or an onion, which you must eat.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"10-ft.-radius burst","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"An explosion of spheres of hardened ectoplasm occurs from a point you designate.\nThe spheres deal 1d6 points of bludgeoning damage per two caster levels (maximum 5d6) to creatures within the effect.\nThe ectoplasm decays into nothingness after the spell takes effect.\nMaterial Component: A handful of resin marbles.","short_description":"An explosion of spheres of hardened ectoplasm occurs from a point you designate.","material_components":"0","name":"Hail of Ectoplasm","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Hail of Ectoplasm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft.-radius burst<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An explosion of spheres of hardened ectoplasm occurs from a point you designate.<br \/>The spheres deal 1d6 points of bludgeoning damage per two caster levels (maximum 5d6) to creatures within the effect.<br \/>The ectoplasm decays into nothingness after the spell takes effect.<br \/>Material Component: A handful of resin marbles.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As raise dead, except that this spell can bring back only a ghost who has been killed.\nIt does not restore life to a dead body, but instead brings back a slain ghost as a ghost.\nThe spell requires some of the ghost's original ectoplasm (some of the ghost's ectoplasm that has been preserved with magic or alchemy is sufficient).\nAlternatively, you may cast it on a dead creature's body to bring it back as a ghost.\nThe creature's soul is aware that it will return as a ghost instead of a living creature and can refuse to accept the spell if it does not want this to happen.\nThis form of the spell works only on creatures that can become ghosts.\nAs with other forms of this magic, if cast within the Manifest Ward, a raised ghost does not lose a level or a Constitution point when brought back from the dead.","short_description":"As raise dead, except that this spell can bring back only a ghost who has been killed.","material_components":"0","name":"Raise Ghost","level":"Cleric 4","full_text":"<div><p><h5>Raise Ghost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As raise dead, except that this spell can bring back only a ghost who has been killed.<br \/>It does not restore life to a dead body, but instead brings back a slain ghost as a ghost.<br \/>The spell requires some of the ghost&#39;s original ectoplasm (some of the ghost&#39;s ectoplasm that has been preserved with magic or alchemy is sufficient).<br \/>Alternatively, you may cast it on a dead creature&#39;s body to bring it back as a ghost.<br \/>The creature&#39;s soul is aware that it will return as a ghost instead of a living creature and can refuse to accept the spell if it does not want this to happen.<br \/>This form of the spell works only on creatures that can become ghosts.<br \/>As with other forms of this magic, if cast within the Manifest Ward, a raised ghost does not lose a level or a Constitution point when brought back from the dead.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"As summon monster I, except that you summon an undead creature.\nThe spell conjures one of the creatures from the 1st-level list on the Summon Undead table below.\nYou choose which creature to summon, and you can change that choice each time you cast the spell.\nSummoned undead do not count toward your total Hit\nDice of undead you can control with animate dead or negative energy.\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\nSummoning undead is always evil.\nFocus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"As summon monster I, except that you summon an undead creature.","material_components":"0","name":"Summon Undead I","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Summon Undead I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As summon monster I, except that you summon an undead creature.<br \/>The spell conjures one of the creatures from the 1st-level list on the Summon Undead table below.<br \/>You choose which creature to summon, and you can change that choice each time you cast the spell.<br \/>Summoned undead do not count toward your total Hit<br \/>Dice of undead you can control with animate dead or negative energy.<br \/>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<br \/>Summoning undead is always evil.<br \/>Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of the same type from the 1st-level list.","short_description":"As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of th...","material_components":"0","name":"Summon Undead II","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Summon Undead II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of the same type from the 1st-level list.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 3rd-level list, 1d3 undead of the same type from the 2nd-level list, or 1d4+1 undead of the same type from the 1st-level list.","short_description":"As summon undead I, except that you can summon one undead from the 3rd-level list, 1d3 undead of the ...","material_components":"0","name":"Summon Undead III","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Summon Undead III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 3rd-level list, 1d3 undead of the same type from the 2nd-level list, or 1d4+1 undead of the same type from the 1st-level list.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 4th-level list, 1d3 undead of the same type from the 3rd-level list, or 1d4+1 undead of the same type from a lower-level list.","short_description":"As summon undead I, except that you can summon one undead from the 4th-level list, 1d3 undead of the ...","material_components":"0","name":"Summon Undead IV","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Undead IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 4th-level list, 1d3 undead of the same type from the 3rd-level list, or 1d4+1 undead of the same type from a lower-level list.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 5th-level list, 1d3 undead of the same type from the 4th-level list, or 1d4+1 undead of the same type from a lower-level list.","short_description":"As summon undead I, except that you can summon one undead from the 5th-level list, 1d3 undead of the ...","material_components":"0","name":"Summon Undead V","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Summon Undead V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 5th-level list, 1d3 undead of the same type from the 4th-level list, or 1d4+1 undead of the same type from a lower-level list.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Anchored plane of ectoplasm, up to one 10-ft. square\/level, or hemisphere of ectoplasm with a radius of up to 3 ft. + 1 ft.\/level","area":"","duration":"1 minute\/level","saving_throw":"See text","spell_resistance":"Yes","description":"This spell creates an anchored plane of ectoplasm or a hemisphere of ectoplasm, depending upon the version selected.\nA wall of ectoplasm cannot form in an area occupied by physical objects or creatures.\nIts surface must be smooth and unbroken when created.\nThe ectoplasm is semisolid (not raw)--about the consistency of packed snow--and retains its shape rather than collapsing into a formless mass.\nBecause ectoplasm is a ghost touch material, it is an impenetrable barrier to incorporeal creatures (although they may attack the wall or go around it).\nThe ectoplasm is opaque and blocks line of effect.\nEctoplasm Plane: A sheet of ectoplasm appears.\nThe wall is 1 inch thick per caster level and covers up to a 10-foot-square per caster level (so a 6th-level wizard could create a wall of ectoplasm 30 feet long and 20 feet high, a wall 60 feet long and 10 feet high, and so on).\nThe plane can be oriented in any fashion as long as it is anchored.\nA vertical wall need be anchored only on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.\nThe wall is primarily defensive in nature and is used to stop pursuers from following you and the like.\nEach 10-foot square of wall has hardness 0 and 2 hit points per inch of thickness.\nCreatures can hit the wall without making an attack roll.\nA section of wall whose hit points drop to 0 is breached.\nA creature can break through the wall with a Strength check (DC 12 + caster level).\nHemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level.\nThus, a 7th-level caster can create a hemisphere 10 feet in radius.\nIt is as hard to break through as the ectoplasm plane variation.\nYou can create the hemisphere so that it traps one or more creatures, though these creatures get a Reflex saving throw to avoid being trapped.\nMaterial Component: A cube of resin and a drop of oil.","short_description":"This spell creates an anchored plane of ectoplasm or a hemisphere of ectoplasm, depending upon the ve...","material_components":"0","name":"Wall of Ectoplasm","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Wall of Ectoplasm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Anchored plane of ectoplasm, up to one 10-ft. square\/level, or hemisphere of ectoplasm with a radius of up to 3 ft. + 1 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an anchored plane of ectoplasm or a hemisphere of ectoplasm, depending upon the version selected.<br \/>A wall of ectoplasm cannot form in an area occupied by physical objects or creatures.<br \/>Its surface must be smooth and unbroken when created.<br \/>The ectoplasm is semisolid (not raw)&#8212;about the consistency of packed snow&#8212;and retains its shape rather than collapsing into a formless mass.<br \/>Because ectoplasm is a ghost touch material, it is an impenetrable barrier to incorporeal creatures (although they may attack the wall or go around it).<br \/>The ectoplasm is opaque and blocks line of effect.<br \/>Ectoplasm Plane: A sheet of ectoplasm appears.<br \/>The wall is 1 inch thick per caster level and covers up to a 10-foot-square per caster level (so a 6th-level wizard could create a wall of ectoplasm 30 feet long and 20 feet high, a wall 60 feet long and 10 feet high, and so on).<br \/>The plane can be oriented in any fashion as long as it is anchored.<br \/>A vertical wall need be anchored only on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.<br \/>The wall is primarily defensive in nature and is used to stop pursuers from following you and the like.<br \/>Each 10-foot square of wall has hardness 0 and 2 hit points per inch of thickness.<br \/>Creatures can hit the wall without making an attack roll.<br \/>A section of wall whose hit points drop to 0 is breached.<br \/>A creature can break through the wall with a Strength check (DC 12 + caster level).<br \/>Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level.<br \/>Thus, a 7th-level caster can create a hemisphere 10 feet in radius.<br \/>It is as hard to break through as the ectoplasm plane variation.<br \/>You can create the hemisphere so that it traps one or more creatures, though these creatures get a Reflex saving throw to avoid being trapped.<br \/>Material Component: A cube of resin and a drop of oil.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"60 ft.","target":"","effect":"","area":"Quarter-circle emanating from you to the extreme of the range","duration":"Concentration, up to 1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You detect ghosts.\nThe amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of ghosts.\n2nd Round:Number of different ghosts.\n3rd Round: The location of each ghost.","short_description":"You detect ghosts.","material_components":"0","name":"Detect Ghost","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Detect Ghost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You detect ghosts.<br \/>The amount of information revealed depends on how long you study a particular area or subject.<br \/>1st Round: Presence or absence of ghosts.<br \/>2nd Round:Number of different ghosts.<br \/>3rd Round: The location of each ghost.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"As locate creature, except as noted above and below.\nMaterial Component: A sample of the target's flesh, blood, hair, ectoplasm, or some other physical part.","short_description":"As locate creature, except as noted above and below.","material_components":"0","name":"I Smell Your Fear","level":"Ranger 4","full_text":"<div><p><h5>I Smell Your Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>As locate creature, except as noted above and below.<br \/>Material Component: A sample of the target&#39;s flesh, blood, hair, ectoplasm, or some other physical part.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You fill yourself with a terrible hatred against your favored enemies.\nAgainst them you gain a +1 morale bonus on attack and damage rolls for every three caster levels.\nThis spell is suppressed by spells such as calm emotions.","short_description":"You fill yourself with a terrible hatred against your favored enemies.","material_components":"0","name":"Bottomless Hate","level":"Ranger 2","full_text":"<div><p><h5>Bottomless Hate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You fill yourself with a terrible hatred against your favored enemies.<br \/>Against them you gain a +1 morale bonus on attack and damage rolls for every three caster levels.<br \/>This spell is suppressed by spells such as calm emotions.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As charm person, except that it also affects ghosts.","short_description":"As charm person, except that it also affects ghosts.","material_components":"0","name":"Charm Person Or Ghost","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Charm Person Or Ghost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As charm person, except that it also affects ghosts.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As dominate person, except that it also affects ghosts.","short_description":"As dominate person, except that it also affects ghosts.","material_components":"0","name":"Dominate Person Or Ghost","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Dominate Person Or Ghost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As dominate person, except that it also affects ghosts.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"Variable (see below)","saving_throw":"","spell_resistance":"","description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.\nWhen under the effect of this spell, you grant a +4 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls when you use your inspire courage ability.\nThe effect lasts as long as the effect of your inspire courage ability lasts.\nIf you don't begin to inspire courage within 1 minute of casting this spell, the effects of harmony end.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encourag...","material_components":"0","name":"Harmony","level":"Bard 1","full_text":"<div><p><h5>Harmony<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Variable (see below)<br\/><\/td><\/tr><\/table><p>\t<p>When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.<br \/>When under the effect of this spell, you grant a +4 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls when you use your inspire courage ability.<br \/>The effect lasts as long as the effect of your inspire courage ability lasts.<br \/>If you don&#39;t begin to inspire courage within 1 minute of casting this spell, the effects of harmony end.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As hold person, except that it also affects ghosts.","short_description":"As hold person, except that it also affects ghosts.","material_components":"0","name":"Hold Person Or Ghost","level":"Bard 3 \/ Cleric 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Hold Person Or Ghost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As hold person, except that it also affects ghosts.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Concentration + 2 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"You put your target into a surreal, sleepwalking state.\nThe target must make a Will saving throw or become confused, thinking she has entered a nightmare.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You put your target into a surreal, sleepwalking state.","material_components":"0","name":"Nightmare Lullaby","level":"Bard 2","full_text":"<div><p><h5>Nightmare Lullaby<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You put your target into a surreal, sleepwalking state.<br \/>The target must make a Will saving throw or become confused, thinking she has entered a nightmare.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Yes (harmless)","spell_resistance":"Yes (harmless)","description":"This spell sends a powerful signal to the soul of a creature that has died and not yet manifested on the Material Plane or passed on to the True Afterlife.\nThe soul immediately appears on the Ethereal Plane and can immediately make a Wisdom check with a +10 morale bonus to manifest on the Material Plane.\nIf that check is failed, the ghost may make Wisdom checks normally every minute to manifest.","short_description":"This spell sends a powerful signal to the soul of a creature that has died and not yet manifested on ...","material_components":"0","name":"Persuade to Manifest","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Persuade to Manifest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell sends a powerful signal to the soul of a creature that has died and not yet manifested on the Material Plane or passed on to the True Afterlife.<br \/>The soul immediately appears on the Ethereal Plane and can immediately make a Wisdom check with a +10 morale bonus to manifest on the Material Plane.<br \/>If that check is failed, the ghost may make Wisdom checks normally every minute to manifest.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes; see text","description":"You attack with a war cry that bolsters your own courage as well as intimidating your enemies.\nAs a result of this spell, you gain a +2 morale bonus on at tack rolls and weapon damage rolls or a +4 morale bonus on attack rolls and weapon damage rolls made as part of a charge attack.\nAny opponent you attack in melee must make a Will save or become panicked.\nOnce a target makes a successful saving throw against this effect, it cannot be affected by your war cry for one day.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You attack with a war cry that bolsters your own courage as well as intimidating your enemies.","material_components":"0","name":"War Cry","level":"Bard 4","full_text":"<div><p><h5>War Cry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>You attack with a war cry that bolsters your own courage as well as intimidating your enemies.<br \/>As a result of this spell, you gain a +2 morale bonus on at tack rolls and weapon damage rolls or a +4 morale bonus on attack rolls and weapon damage rolls made as part of a charge attack.<br \/>Any opponent you attack in melee must make a Will save or become panicked.<br \/>Once a target makes a successful saving throw against this effect, it cannot be affected by your war cry for one day.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature with bones","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"This spell creates a deep resonating vibration that damages bone.\nIt does not affect creatures that do not have true bones (such as elementals, incorporeal creatures, most golems, oozes, plants, or purely ectoplasmic creatures) or that are under the effect of spells that alter their bones (such as stone bones, or a polymorph spell to turn into a boneless creature), but does affect creatures with exoskeletons instead of humanlike bones (such as vermin).\nThe spell deals 1d4 points of damage per caster level (maximum 5d4).\nArcane Material Component: A tiny bell carved from a bone.","short_description":"This spell creates a deep resonating vibration that damages bone.","material_components":"0","name":"Bonerattle","level":"Bard 1 \/ Bone Collector 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Bonerattle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Bone Collector 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a deep resonating vibration that damages bone.<br \/>It does not affect creatures that do not have true bones (such as elementals, incorporeal creatures, most golems, oozes, plants, or purely ectoplasmic creatures) or that are under the effect of spells that alter their bones (such as stone bones, or a polymorph spell to turn into a boneless creature), but does affect creatures with exoskeletons instead of humanlike bones (such as vermin).<br \/>The spell deals 1d4 points of damage per caster level (maximum 5d4).<br \/>Arcane Material Component: A tiny bell carved from a bone.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch.\nThe effect is immobile, but it can be cast on a movable object if desired.\nThe light produced by this cantrip is not strong enough to counter or dispel any magical darkness.\nInvented by the elves for use in nighttime ceremonies, candlelight has made its way into common usage.\nIt is particularly useful to novices and apprentices who need to spend long hours in study.\nArcane Material Component: A tiny candle.","short_description":"You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch...","material_components":"0","name":"Candlelight","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Candlelight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch.<br \/>The effect is immobile, but it can be cast on a movable object if desired.<br \/>The light produced by this cantrip is not strong enough to counter or dispel any magical darkness.<br \/>Invented by the elves for use in nighttime ceremonies, candlelight has made its way into common usage.<br \/>It is particularly useful to novices and apprentices who need to spend long hours in study.<br \/>Arcane Material Component: A tiny candle.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One incorporeal creature and see text","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"Yes","description":"You create a wave of sonic energy that is harmful to incorporeal creatures.\nThe target creature cannot avoid the damage with its incorporeal miss chance and takes 1d6 points of sonic damage per two caster levels.\nAll creatures in adjacent squares take 1 point of sonic damage from the residual effects of the energy wave.\nFocus: A silver tuning fork.","short_description":"You create a wave of sonic energy that is harmful to incorporeal creatures.","material_components":"0","name":"Incorporeal Disharmonics","level":"Bard 2","full_text":"<div><p><h5>Incorporeal Disharmonics<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a wave of sonic energy that is harmful to incorporeal creatures.<br \/>The target creature cannot avoid the damage with its incorporeal miss chance and takes 1d6 points of sonic damage per two caster levels.<br \/>All creatures in adjacent squares take 1 point of sonic damage from the residual effects of the energy wave.<br \/>Focus: A silver tuning fork.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Charging yourself with divine energy, you become the epitome of force in motion.\nYou are protected by freedom of movement.\nYou may charge as long as you move at least 5 feet.\nYou may pass through enemy squares as if they were occupied by allies.\nYou gain a +10 bonus on bull rush attempts.\nYou gain a +10 bonus on checks made to avoid being tripped.\nIf you are pinned, you can still move 5 feet as part of your turn, as long as you are strong enough to move the person pinning you.\nWhen moving in combat, you act as if you had the Mobility feat.","short_description":"Charging yourself with divine energy, you become the epitome of force in motion.","material_components":"0","name":"Irresistible Force","level":"Paladin 4","full_text":"<div><p><h5>Irresistible Force<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Charging yourself with divine energy, you become the epitome of force in motion.<br \/>You are protected by freedom of movement.<br \/>You may charge as long as you move at least 5 feet.<br \/>You may pass through enemy squares as if they were occupied by allies.<br \/>You gain a +10 bonus on bull rush attempts.<br \/>You gain a +10 bonus on checks made to avoid being tripped.<br \/>If you are pinned, you can still move 5 feet as part of your turn, as long as you are strong enough to move the person pinning you.<br \/>When moving in combat, you act as if you had the Mobility feat.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Charging yourself with divine energy, you bond yourself to the ground beneath your feet and become the epitome of stability.\nThe spell ends instantly if you move from your current position and does not work unless you are in contact with the ground.\nYou gain a +2 bonus to Strength, a +4 bonus to Constitution, a +2 resistance bonus on saving throws, and a +4 dodge bonus to AC.\nYou gain a +10 bonus to resist a bull rush (this bonus does not include the +4 bonus for being exceptionally stable, but exceptionally stable creatures do get that bonus in addition to the bonus from this spell).\nYou gain a +10 bonus to resist all trip attacks (but not to your attempts to trip someone in return).\nYou gain a +10 resistance bonus on any roll made to resist an effect that would cause you to move from your current location.\nFor example, while you are not immune to enchantment effects, you gain a +10 resistance bonus on saving throws (or Charisma checks, in the case of effects such as charm person) to resist commands that would cause you to leave your current position.\nIf the ground you stand on disappears or cannot support your weight (such as with disintegrate or transmute rock to mud), this spell ends and the existing conditions affect you normally.","short_description":"Charging yourself with divine energy, you bond yourself to the ground beneath your feet and become th...","material_components":"0","name":"Unmovable Object","level":"Paladin 4","full_text":"<div><p><h5>Unmovable Object<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Charging yourself with divine energy, you bond yourself to the ground beneath your feet and become the epitome of stability.<br \/>The spell ends instantly if you move from your current position and does not work unless you are in contact with the ground.<br \/>You gain a +2 bonus to Strength, a +4 bonus to Constitution, a +2 resistance bonus on saving throws, and a +4 dodge bonus to AC.<br \/>You gain a +10 bonus to resist a bull rush (this bonus does not include the +4 bonus for being &quot;exceptionally stable&quot;, but exceptionally stable creatures do get that bonus in addition to the bonus from this spell).<br \/>You gain a +10 bonus to resist all trip attacks (but not to your attempts to trip someone in return).<br \/>You gain a +10 resistance bonus on any roll made to resist an effect that would cause you to move from your current location.<br \/>For example, while you are not immune to enchantment effects, you gain a +10 resistance bonus on saving throws (or Charisma checks, in the case of effects such as charm person) to resist commands that would cause you to leave your current position.<br \/>If the ground you stand on disappears or cannot support your weight (such as with disintegrate or transmute rock to mud), this spell ends and the existing conditions affect you normally.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"One corporeal undead","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None (harmless)","spell_resistance":"","description":"You make one undead--including clothing, armor, weapons, and equipment--look different.\nYou can make it seem 1 foot shorter or taller, thin, fat, or in between.\nYou cannot change the creature's body type.\nFor example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature.\nOtherwise, the extent of the apparent change is up to you.\nYou could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature.\nThe spell does not provide the abilities or mannerisms of\nthe chosen form.\nIt does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment.\nA battleaxe made to look like a dagger still functions as a battleaxe.\nNote: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching the undead and having that not match what they see, in the case of this spell).\nFocus: A cocoon of a death's head moth.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You make one undead--including clothing, armor, weapons, and equipment--look different.","material_components":"0","name":"Disguise Undead","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Disguise Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You make one undead&#8212;including clothing, armor, weapons, and equipment&#8212;look different.<br \/>You can make it seem 1 foot shorter or taller, thin, fat, or in between.<br \/>You cannot change the creature&#39;s body type.<br \/>For example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature.<br \/>Otherwise, the extent of the apparent change is up to you.<br \/>You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature.<br \/>The spell does not provide the abilities or mannerisms of<br \/>the chosen form.<br \/>It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment.<br \/>A battleaxe made to look like a dagger still functions as a battleaxe.<br \/>Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching the undead and having that not match what they see, in the case of this spell).<br \/>Focus: A cocoon of a death&#39;s head moth.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 action","range":"Touch","target":"One ghost","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance, making it appear completely normal (although still a ghost).\nThe spell does not change the ghost's features or disguise it in any way; it conceals the manner of the ghost's death so that it can walk about in polite society.","short_description":"You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance, making it...","material_components":"0","name":"Pleasant Visage","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Pleasant Visage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance, making it appear completely normal (although still a ghost).<br \/>The spell does not change the ghost&#39;s features or disguise it in any way; it conceals the manner of the ghost&#39;s death so that it can walk about in polite society.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You cause the target to succumb to an infection and corruption of the lungs.\nAn affected creature's speed is reduced by half, it loses any Dexterity bonus to Armor Class, and it takes a -2 penalty on attack rolls.\nRemove disease may end the effects of this spell early.\nThis spell was created by the clerics of Khostren.","short_description":"You cause the target to succumb to an infection and corruption of the lungs.","material_components":"0","name":"Black Lungs","level":"Cleric 2","full_text":"<div><p><h5>Black Lungs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause the target to succumb to an infection and corruption of the lungs.<br \/>An affected creature&#39;s speed is reduced by half, it loses any Dexterity bonus to Armor Class, and it takes a -2 penalty on attack rolls.<br \/>Remove disease may end the effects of this spell early.<br \/>This spell was created by the clerics of Khostren.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes; see text","description":"You are surrounded by a crackling black aura that injures creatures that contact it.\nAny creature striking you with its body or a handheld weapon takes 1d4 points of damage +1 point per two caster levels (maximum +10).\nIf the creature has spell resistance, it applies to the damage.\nNote that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\nMaterial Component: A paste made of exotic herbs, ground bones, and onyx worth 50 gp, which is applied to your body when the spell is cast.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You are surrounded by a crackling black aura that injures creatures that contact it.","material_components":"0","name":"Death Armor","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Death Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>You are surrounded by a crackling black aura that injures creatures that contact it.<br \/>Any creature striking you with its body or a handheld weapon takes 1d4 points of damage +1 point per two caster levels (maximum +10).<br \/>If the creature has spell resistance, it applies to the damage.<br \/>Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.<br \/>Material Component: A paste made of exotic herbs, ground bones, and onyx worth 50 gp, which is applied to your body when the spell is cast.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"If the subject creature dies while the spell is in effect, its soul immediately passes on to the True Afterlife and cannot form a ghost.\nThe subject can still be raised from the dead or even brought back as a ghost by magic (such as with the raise ghost spell); this spell only prevents a newly slain creature from forming a ghost of its own volition.","short_description":"If the subject creature dies while the spell is in effect, its soul immediately passes on to the True...","material_components":"0","name":"Death Lock","level":"Cleric 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Death Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>If the subject creature dies while the spell is in effect, its soul immediately passes on to the True Afterlife and cannot form a ghost.<br \/>The subject can still be raised from the dead or even brought back as a ghost by magic (such as with the raise ghost spell); this spell only prevents a newly slain creature from forming a ghost of its own volition.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You direct a ray of energy that damages ectoplasm.\nYou must make a ranged touch attack roll to hit, and if the ray hits a ghost or object made of ectoplasm, it deals 1d6 points of damage to it.\nThis damage bypasses the hardness of ectoplasmic objects and the damage reduction of ectoplasmic creatures.","short_description":"You direct a ray of energy that damages ectoplasm.","material_components":"0","name":"Disrupt Ectoplasm","level":"Cleric 0 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Disrupt Ectoplasm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You direct a ray of energy that damages ectoplasm.<br \/>You must make a ranged touch attack roll to hit, and if the ray hits a ghost or object made of ectoplasm, it deals 1d6 points of damage to it.<br \/>This damage bypasses the hardness of ectoplasmic objects and the damage reduction of ectoplasmic creatures.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"You create a barely visible spread of energy that is harmful to ectoplasm but harmless to everything else.\nAll ectoplasmic creatures and objects in the area take 1d6 points of damage per caster level.\nMaterial Component: A flat, sharpened disk made of resin.","short_description":"You create a barely visible spread of energy that is harmful to ectoplasm but harmless to everything ...","material_components":"0","name":"Ectoplasmic Decay","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ectoplasmic Decay<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a barely visible spread of energy that is harmful to ectoplasm but harmless to everything else.<br \/>All ectoplasmic creatures and objects in the area take 1d6 points of damage per caster level.<br \/>Material Component: A flat, sharpened disk made of resin.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 day\/level","saving_throw":"","spell_resistance":"","description":"You increase the number of Hit Dice of undead that you can control.\nAdd your caster level x 10 to your Hit Dice limit for controlling undead.\nWhen the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You increase the number of Hit Dice of undead that you can control.","material_components":"0","name":"General of Undeath","level":"Cleric 8","full_text":"<div><p><h5>General of Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><\/table><p>\t<p>You increase the number of Hit Dice of undead that you can control.<br \/>Add your caster level x 10 to your Hit Dice limit for controlling undead.<br \/>When the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One willing animal, beast, or magical beast","effect":"","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"No","description":"The touched creature dies painlessly.\nInstead of passing immediately beyond the Veil of Souls, the creature's soul remains on the Ethereal Plane and attempts to enter the Material Plane as a ghost.\nNormally, this is used by ghost characters with a special nonhumanoid companion (such as a mage's familiar, a druid or ranger's animal companion, or a paladin's special mount) to allow the companion to travel with them in ghost form.\nWhen the spell expires, the ghost creature dies the true death and its soul passes beyond the Veil of Souls.\nIt can be raised or resurrected before the spell duration expires, of course.","short_description":"The touched creature dies painlessly.","material_components":"0","name":"Ghost Companion","level":"Druid 2 \/ Paladin 2 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ghost Companion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Paladin 2 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The touched creature dies painlessly.<br \/>Instead of passing immediately beyond the Veil of Souls, the creature&#39;s soul remains on the Ethereal Plane and attempts to enter the Material Plane as a ghost.<br \/>Normally, this is used by ghost characters with a special nonhumanoid companion (such as a mage&#39;s familiar, a druid or ranger&#39;s animal companion, or a paladin&#39;s special mount) to allow the companion to travel with them in ghost form.<br \/>When the spell expires, the ghost creature dies the true death and its soul passes beyond the Veil of Souls.<br \/>It can be raised or resurrected before the spell duration expires, of course.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As poison, except the poison affects only ghosts and other ectoplasmic creatures.","short_description":"As poison, except the poison affects only ghosts and other ectoplasmic creatures.","material_components":"0","name":"Ghost Venom","level":"Druid 3 \/ Ranger 3","full_text":"<div><p><h5>Ghost Venom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As poison, except the poison affects only ghosts and other ectoplasmic creatures.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch (see text)","target":"Ghost touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You bind the ectoplasmic form of the target ghost onto another creature (hereafter called the bearer).\nThe ghost clings to the bearer's back or chest in the form of a tattoo for the duration of the spell.\nLeech ghost skill binds only the ghost, not any of its equipment.\nWhile this ghostly tattoo is in place, the bearer may use the ghost's skill ranks instead of his own as desired, regardless of the nature of the skill.\nFor example, a bearer wearing a ghost rogue\/wizard tattoo could use the ghost's ranks in Climb, Hide, Knowledge, Spellcraft, or any of the ghost's other skills (including class-exclusive skills that the bearer does not possess) if they exceed his own.\nHe still uses his own ability modifiers for making skill checks.\nThe bearer does not have access to any of the ghost's other abilities or to any knowledge that is not related to skills (such as bardic knowledge, class abilities, ghost powers, memories, racial bonuses, and so on), nor does he gain the ability to speak or understand any languages that the ghost knows.\nThe ghost cannot be attacked or harmed while bound to the target.\nThe ghost remains completely aware of its surroundings, though it cannot speak or use any abilities (including mental communication).\nWhen the spell ends, the ghost is immediately freed and appears in an area adjacent to the bearer.\nIf the bearer is killed by any means (even disintegrate or some other effect that destroys his body), the ghost is immediately freed and appears in the bearer's square.\nWhen it appears, the ghost has all the abilities it had at the time of the binding (such as prepared spells or available spell slots, uses of turn undead, and so on).\nThis spell was invented by members of the Piran Sedestadel at the behest of the Yisa-khardomas, who sought a way to punish criminal ghosts and still let them contribute to life in the city.\nMaterial Component: A silver needle and a vial of acid, together worth 100 gp.","short_description":"You bind the ectoplasmic form of the target ghost onto another creature (hereafter called the bearer)...","material_components":"0","name":"Leech Ghost Skill","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Leech Ghost Skill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bind the ectoplasmic form of the target ghost onto another creature (hereafter called the &quot;bearer&quot;).<br \/>The ghost clings to the bearer&#39;s back or chest in the form of a tattoo for the duration of the spell.<br \/>Leech ghost skill binds only the ghost, not any of its equipment.<br \/>While this ghostly tattoo is in place, the bearer may use the ghost&#39;s skill ranks instead of his own as desired, regardless of the nature of the skill.<br \/>For example, a bearer wearing a ghost rogue\/wizard tattoo could use the ghost&#39;s ranks in Climb, Hide, Knowledge, Spellcraft, or any of the ghost&#39;s other skills (including class-exclusive skills that the bearer does not possess) if they exceed his own.<br \/>He still uses his own ability modifiers for making skill checks.<br \/>The bearer does not have access to any of the ghost&#39;s other abilities or to any knowledge that is not related to skills (such as bardic knowledge, class abilities, ghost powers, memories, racial bonuses, and so on), nor does he gain the ability to speak or understand any languages that the ghost knows.<br \/>The ghost cannot be attacked or harmed while bound to the target.<br \/>The ghost remains completely aware of its surroundings, though it cannot speak or use any abilities (including mental communication).<br \/>When the spell ends, the ghost is immediately freed and appears in an area adjacent to the bearer.<br \/>If the bearer is killed by any means (even disintegrate or some other effect that destroys his body), the ghost is immediately freed and appears in the bearer&#39;s square.<br \/>When it appears, the ghost has all the abilities it had at the time of the binding (such as prepared spells or available spell slots, uses of turn undead, and so on).<br \/>This spell was invented by members of the Piran Sedestadel at the behest of the Yisa-khardomas, who sought a way to punish criminal ghosts and still let them contribute to life in the city.<br \/>Material Component: A silver needle and a vial of acid, together worth 100 gp.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One willing living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"The touched creature dies painlessly and instantly.","short_description":"The touched creature dies painlessly and instantly.","material_components":"0","name":"Painless Death","level":"Cleric 1","full_text":"<div><p><h5>Painless Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The touched creature dies painlessly and instantly.<\/p><\/p>Reference: Ghostwalk 56<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One willing incorporeal undead","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You transform a willing incorporeal undead creature into a ghost.\nIf its previous class and level are unknown, it becomes a ghost of the same race as you, with warrior levels equal to its undead Hit Dice.\nIf the undead's previous race, class, and level were known (such as if the undead were a former ally that became the spawn of a shadow), it becomes a ghost of its former self.\nIn any case, the creature's character level is no greater than the Hit Dice it had as an undead.\nFor example, a 5th-level dwarf fighter that became a shadow's spawn and was turned into a ghost with this spell would now be a 2nd-level fighter.\nLevels lost in this manner are handled as if the character had lost levels from an undead's energy drain attack.\nA creature redeemed with this spell retains the alignment it had as an undead creature, although it is not strongly attached to that alignment and can change it over time or with the aid of an atonement spell.\nBecause only humanoids can become ghosts, this spell works only on incorporeal undead that are vaguely humanoid.\nFor example, it cannot convert a spectral steed (a horselike undead), a nightwing nightshade (a batlike creature), a nightwalker nightshade (a giantlike creature), or a nightcrawler (a wormlike creature) into a ghost.","short_description":"You transform a willing incorporeal undead creature into a ghost.","material_components":"0","name":"Proper State","level":"Cleric 4","full_text":"<div><p><h5>Proper State<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One willing incorporeal undead<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You transform a willing incorporeal undead creature into a ghost.<br \/>If its previous class and level are unknown, it becomes a ghost of the same race as you, with warrior levels equal to its undead Hit Dice.<br \/>If the undead&#39;s previous race, class, and level were known (such as if the undead were a former ally that became the spawn of a shadow), it becomes a ghost of its former self.<br \/>In any case, the creature&#39;s character level is no greater than the Hit Dice it had as an undead.<br \/>For example, a 5th-level dwarf fighter that became a shadow&#39;s spawn and was turned into a ghost with this spell would now be a 2nd-level fighter.<br \/>Levels lost in this manner are handled as if the character had lost levels from an undead&#39;s energy drain attack.<br \/>A creature redeemed with this spell retains the alignment it had as an undead creature, although it is not strongly attached to that alignment and can change it over time or with the aid of an atonement spell.<br \/>Because only humanoids can become ghosts, this spell works only on incorporeal undead that are vaguely humanoid.<br \/>For example, it cannot convert a spectral steed (a horselike undead), a nightwing nightshade (a batlike creature), a nightwalker nightshade (a giantlike creature), or a nightcrawler (a wormlike creature) into a ghost.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fellow undead creature, ignoring you.\nYour appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead.\nIf used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.\nIf you attack an undead creature while this spell is in effect, the spell immediately ends.\nWhen you are using this spell, inflict spells heal you and cure spells hurt you.\nYou are treated as if you were undead for the purposes of all spells and effects that specifically affect undead.\nA successful turning (or rebuking) attempt against you (treating you as an undead of your Hit Dice) requires you to make a Will saving throw (DC 10 + cleric's Cha modifier) or be panicked (or cowering) for 10 rounds.\nA successful turning attempt against you that would destroy (or command) an undead of your Hit Dice requires you to make a Will save (DC 15 + cleric's Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.\nMaterial Component: Dust or bone fragments from any destroyed undead creature.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fe...","material_components":"0","name":"Shroud of Undeath","level":"Bone Collector 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Shroud of Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bone Collector 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fellow undead creature, ignoring you.<br \/>Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead.<br \/>If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.<br \/>If you attack an undead creature while this spell is in effect, the spell immediately ends.<br \/>When you are using this spell, inflict spells heal you and cure spells hurt you.<br \/>You are treated as if you were undead for the purposes of all spells and effects that specifically affect undead.<br \/>A successful turning (or rebuking) attempt against you (treating you as an undead of your Hit Dice) requires you to make a Will saving throw (DC 10 + cleric&#39;s Cha modifier) or be panicked (or cowering) for 10 rounds.<br \/>A successful turning attempt against you that would destroy (or command) an undead of your Hit Dice requires you to make a Will save (DC 15 + cleric&#39;s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.<br \/>Material Component: Dust or bone fragments from any destroyed undead creature.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corporeal undead","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cause a corporeal undead to give off cold blue energy that disrupts the life force of living creatures, but has no effect on objects or undead.\nThe target creature deals an extra 2d4 points of damage with its melee attacks.\nIf an attacked creature has spell resistance, the resistance is checked the first time the subject of this spell attacks the creature.\nIf it succeeds, the creature is unaffected by that casting of undead torch.\nIf the subject of this spell is destroyed, the undead torch continues to burn at the location of its destruction until the duration of the spell expires, and creatures that pass through that area take damage.\nIf the subject of this spell assumes a noncorporeal state (such as a vampire's gaseous form), the spell disperses harmlessly.\nMaterial Component: A living or dead firefly or glowworm.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You cause a corporeal undead to give off cold blue energy that disrupts the life force of living crea...","material_components":"0","name":"Undead Torch","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Undead Torch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause a corporeal undead to give off cold blue energy that disrupts the life force of living creatures, but has no effect on objects or undead.<br \/>The target creature deals an extra 2d4 points of damage with its melee attacks.<br \/>If an attacked creature has spell resistance, the resistance is checked the first time the subject of this spell attacks the creature.<br \/>If it succeeds, the creature is unaffected by that casting of undead torch.<br \/>If the subject of this spell is destroyed, the undead torch continues to burn at the location of its destruction until the duration of the spell expires, and creatures that pass through that area take damage.<br \/>If the subject of this spell assumes a noncorporeal state (such as a vampire&#39;s gaseous form), the spell disperses harmlessly.<br \/>Material Component: A living or dead firefly or glowworm.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Several undead creatures within a 50-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Undeath to death snuffs out the life forces of undead creatures, killing them instantly.\nThe spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).\nCreatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the point of origin of the burst are affected first.\nMaterial Component: The powder of a crushed diamond worth at least 500 gp.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"Undeath to death snuffs out the life forces of undead creatures, killing them instantly.","material_components":"0","name":"Undeath to Death","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Undeath to Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Undeath to death snuffs out the life forces of undead creatures, killing them instantly.<br \/>The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).<br \/>Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the point of origin of the burst are affected first.<br \/>Material Component: The powder of a crushed diamond worth at least 500 gp.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Living humanoid touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell causes the target to assume some of the qualities of the yuan-ti tainted one template, which provides several benefits.\nFirst, the target gains the Alertness feat.\nSecond, the target's Constitution score increases by 2.\nThird, the target becomes completely immune to snake venom and yuan-ti poison.\nThe target assumes a more feral and snakelike appearance (slitted pupils, elongated teeth, and so on) and is considered a yuan-ti for the purposes of all spells and effects (such as being subject to a ranger's favored enemy bonus against yuan-ti, not being able to form a ghost if slain, and so on).\nThis spell was created by the yuan-ti to temporarily bolster their ranks with followers in a short period of time.\nMost other clerics would never consider casting this spell.\nThe spell is normally used on willing victims, since it grants the caster no control over the target.\nMaterial Component: A few drops of the mixture that yuan-ti use to create tainted ones, which the target of the spell must swallow.","short_description":"This spell causes the target to assume some of the qualities of the yuan-ti tainted one template, whi...","material_components":"0","name":"Blessing of the Snake Mother","level":"Cleric 3","full_text":"<div><p><h5>Blessing of the Snake Mother<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes the target to assume some of the qualities of the yuan-ti tainted one template, which provides several benefits.<br \/>First, the target gains the Alertness feat.<br \/>Second, the target&#39;s Constitution score increases by 2.<br \/>Third, the target becomes completely immune to snake venom and yuan-ti poison.<br \/>The target assumes a more feral and snakelike appearance (slitted pupils, elongated teeth, and so on) and is considered a yuan-ti for the purposes of all spells and effects (such as being subject to a ranger&#39;s favored enemy bonus against yuan-ti, not being able to form a ghost if slain, and so on).<br \/>This spell was created by the yuan-ti to temporarily bolster their ranks with followers in a short period of time.<br \/>Most other clerics would never consider casting this spell.<br \/>The spell is normally used on willing victims, since it grants the caster no control over the target.<br \/>Material Component: A few drops of the mixture that yuan-ti use to create tainted ones, which the target of the spell must swallow.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You change your coloring to match the environment surrounding you.\nThis change grants you a +10 competence bonus on your Hide checks.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You change your coloring to match the environment surrounding you.","material_components":"0","name":"Camouflage","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Camouflage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>You change your coloring to match the environment surrounding you.<br \/>This change grants you a +10 competence bonus on your Hide checks.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You transfer some of your currently prepared spells or available spell slots to a hidden part of your soul so that, if you die, when you appear on the Ethereal Plane, you have those spells or spell slots available for use (normally, dying and appearing on the Ethereal Plane causes you to lose all prepared spells and unused spell slots).\nYou can transfer one spell per spell level that you can cast into this hidden part of your soul.\nOnce you transfer the spells or spell slots in this manner, you cannot access them in any way--it is as if you had used those spell slots.\nThe next time you choose to ready or prepare spells, you may leave those transferred spells or slots in place, or you may recover them along with your other spells or spell slots (which means they would not be available if you died).\nThe transferred spells or spell slots may be used by your ghost in the normal manner, requiring the appropriate components and so on.\nIf you are raised from the dead, the transferred spells become inaccessible again (although you can choose to recover them the next time you ready or prepare spells, as described above).","short_description":"You transfer some of your currently prepared spells or available spell slots to a hidden part of your...","material_components":"0","name":"Contingent Spell Lock","level":"Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Contingent Spell Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You transfer some of your currently prepared spells or available spell slots to a hidden part of your soul so that, if you die, when you appear on the Ethereal Plane, you have those spells or spell slots available for use (normally, dying and appearing on the Ethereal Plane causes you to lose all prepared spells and unused spell slots).<br \/>You can transfer one spell per spell level that you can cast into this hidden part of your soul.<br \/>Once you transfer the spells or spell slots in this manner, you cannot access them in any way&#8212;it is as if you had used those spell slots.<br \/>The next time you choose to ready or prepare spells, you may leave those transferred spells or slots in place, or you may recover them along with your other spells or spell slots (which means they would not be available if you died).<br \/>The transferred spells or spell slots may be used by your ghost in the normal manner, requiring the appropriate components and so on.<br \/>If you are raised from the dead, the transferred spells become inaccessible again (although you can choose to recover them the next time you ready or prepare spells, as described above).<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Willing creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None (see text)","spell_resistance":"Yes","description":"You grant the subject infernal power by transforming its blood into the blood of a demon.\nThe subject gains the fiendish template and the chaotic and evil subtypes, and it becomes chaotic evil if it is not already.\nThe creature counts as an outsider for the purpose of spells and effects that affect only certain creature types.\nHowever, any effect that banishes, binds, or sends away outsiders does not function against the subject; instead, it simply causes demonic blood infusion to end immediately.\nWhen the spell ends, all its effects terminate immediately, and the target is nauseated for 1d4 rounds.\nRepeated use of this spell tends to corrupt the target and force it to become chaotic evil if it was not already.\nEach time demonic blood infusion is cast upon a creature it must attempt a Will saving throw.\nFailure means the subject becomes chaotic if it was not already.\nIf the subject is chaotic but nonevil, failure causes it to become evil.\nEach time the spell is used against the same creature, the DC for this saving throw increases by 1.\nDemonic blood infusion was invented by the followers of Orcus, who use it to boost the power of their church's mortal servants.\nMaterial Component: A vial of demon's blood worth 100 gp.","short_description":"You grant the subject infernal power by transforming its blood into the blood of a demon.","material_components":"0","name":"Demonic Blood Infusion","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Demonic Blood Infusion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You grant the subject infernal power by transforming its blood into the blood of a demon.<br \/>The subject gains the fiendish template and the chaotic and evil subtypes, and it becomes chaotic evil if it is not already.<br \/>The creature counts as an outsider for the purpose of spells and effects that affect only certain creature types.<br \/>However, any effect that banishes, binds, or sends away outsiders does not function against the subject; instead, it simply causes demonic blood infusion to end immediately.<br \/>When the spell ends, all its effects terminate immediately, and the target is nauseated for 1d4 rounds.<br \/>Repeated use of this spell tends to corrupt the target and force it to become chaotic evil if it was not already.<br \/>Each time demonic blood infusion is cast upon a creature it must attempt a Will saving throw.<br \/>Failure means the subject becomes chaotic if it was not already.<br \/>If the subject is chaotic but nonevil, failure causes it to become evil.<br \/>Each time the spell is used against the same creature, the DC for this saving throw increases by 1.<br \/>Demonic blood infusion was invented by the followers of Orcus, who use it to boost the power of their church&#39;s mortal servants.<br \/>Material Component: A vial of demon&#39;s blood worth 100 gp.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal or touch","target":"You or willing paladin touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell functions like teleport, except as noted above and as follows.\nWhen you cast this spell, you select one of two variants.\nSend Yourself: You teleport yourself, your gear, and your special mount (if any).\nYou do not designate a destination; you are automatically transported to the nearest location on the same plane where your talents as a holy soldier are needed.\nThere is always at least one evil creature (or one creature committing an evil act) at this location.\nFighting this creature or creatures is always an appropriate action--you are not required to parley, and killing such creatures is always justified according to the rules of your faith.\nThe encounter level is less than or equal to your character level minus 2; thus, if you are a 14th-level paladin, you face an encounter of EL 12 or below.\nIf you are of a race that has a level adjustment (such as a dark elf ), use your effective character level instead of your actual character level for the purpose of determining the encounter level for this spell.\nDoor to great evil guarantees safe arrival for you (on solid ground, not within a raging fire or underwater, no chance of a mishap, and so on), but it does not provide you with a way to return.\nYou do, however, have a vague awareness of the distance traveled and know the direction you must go to return to the location where the spell was cast.\nSend Another: This version of the spell functions as above, except that instead of teleporting yourself, you send another willing paladin with her gear and special mount (if any) in your place.\nThe challenge to the paladin is based on her character level, not yours.\nAll other factors in the spell description above that refer to you instead refer to the target paladin in this version.\nThis spell is a favorite of paladins of Aluvan and Dracanish, and of Durann to a lesser extent.\nOnce per year, many of them go on door crusades, in which senior paladins cast this spell on several paladins in a row, sending them to purge evil from many spots beneath the city of Manifest.","short_description":"This spell functions like teleport, except as noted above and as follows.","material_components":"0","name":"Door to Great Evil","level":"Paladin 4","full_text":"<div><p><h5>Door to Great Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like teleport, except as noted above and as follows.<br \/>When you cast this spell, you select one of two variants.<br \/>Send Yourself: You teleport yourself, your gear, and your special mount (if any).<br \/>You do not designate a destination; you are automatically transported to the nearest location on the same plane where your talents as a holy soldier are needed.<br \/>There is always at least one evil creature (or one creature committing an evil act) at this location.<br \/>Fighting this creature or creatures is always an appropriate action&#8212;you are not required to parley, and killing such creatures is always justified according to the rules of your faith.<br \/>The encounter level is less than or equal to your character level minus 2; thus, if you are a 14th-level paladin, you face an encounter of EL 12 or below.<br \/>If you are of a race that has a level adjustment (such as a dark elf ), use your effective character level instead of your actual character level for the purpose of determining the encounter level for this spell.<br \/>Door to great evil guarantees safe arrival for you (on solid ground, not within a raging fire or underwater, no chance of a mishap, and so on), but it does not provide you with a way to return.<br \/>You do, however, have a vague awareness of the distance traveled and know the direction you must go to return to the location where the spell was cast.<br \/>Send Another: This version of the spell functions as above, except that instead of teleporting yourself, you send another willing paladin with her gear and special mount (if any) in your place.<br \/>The challenge to the paladin is based on her character level, not yours.<br \/>All other factors in the spell description above that refer to &quot;you&quot; instead refer to the target paladin in this version.<br \/>This spell is a favorite of paladins of Aluvan and Dracanish, and of Durann to a lesser extent.<br \/>Once per year, many of them go on &quot;door crusades&quot;, in which senior paladins cast this spell on several paladins in a row, sending them to purge evil from many spots beneath the city of Manifest.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One ghost or naturally incorporeal undead","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The target ghost is enveloped in an orange haze that forces it to be incorporeal for the duration of the spell.\nForced incorporeality counters and dispels forced manifestation.","short_description":"The target ghost is enveloped in an orange haze that forces it to be incorporeal for the duration of ...","material_components":"0","name":"Forced Incorporeality","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Forced Incorporeality<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target ghost is enveloped in an orange haze that forces it to be incorporeal for the duration of the spell.<br \/>Forced incorporeality counters and dispels forced manifestation.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One ghost or naturally incorporeal undead","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The target creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell.\nForced manifestation counters and dispels forced incorporeality.","short_description":"The target creature is enveloped in a violet haze that forces it to manifest fully for the duration o...","material_components":"0","name":"Forced Manifestation","level":"Cleric 3 \/ Bone Collector 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Forced Manifestation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Bone Collector 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell.<br \/>Forced manifestation counters and dispels forced incorporeality.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You give a weapon the ghost bane property in addition to any other properties it has.\nAgainst ghosts, your weapon's enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage.\nThe spell has no effect if cast upon a weapon that already has the ghost bane property.\nAt caster level 9th and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.\nAlternatively, you can affect up to 50 arrows, bolts, or bullets.\nThe projectiles must be of the same type, and they have to be together, such as in the same quiver.\nProjectiles (but not thrown weapons) lose their ghost bane property when fired.\nAny weapon affected by this spell glows with witchlight (see the Witchlight feat).","short_description":"You give a weapon the ghost bane property in addition to any other properties it has.","material_components":"0","name":"Ghost Bane Weapon","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ghost Bane Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You give a weapon the ghost bane property in addition to any other properties it has.<br \/>Against ghosts, your weapon&#39;s enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage.<br \/>The spell has no effect if cast upon a weapon that already has the ghost bane property.<br \/>At caster level 9th and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.<br \/>Alternatively, you can affect up to 50 arrows, bolts, or bullets.<br \/>The projectiles must be of the same type, and they have to be together, such as in the same quiver.<br \/>Projectiles (but not thrown weapons) lose their ghost bane property when fired.<br \/>Any weapon affected by this spell glows with witchlight (see the Witchlight feat).<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Armor of creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's armor gains the ghost touch property.\nMaterial Component: A shield made of resin.","short_description":"The subject's armor gains the ghost touch property.","material_components":"0","name":"Ghost Touch Armor","level":"Bone Collector 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Ghost Touch Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bone Collector 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s armor gains the ghost touch property.<br \/>Material Component: A shield made of resin.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round automatically threatens a critical hit. If you don't hit in the round immediately following the casting of this spell, the effect is wasted.\n\nThis spell first appeared in _Magic of Faer\u00fbn_.","short_description":"This transmutation makes a bow strike true.","material_components":"0","name":"Hunter's Mercy","level":"Ranger 1","full_text":"<div><p><h5>Hunter's Mercy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round automatically threatens a critical hit. If you don&#39;t hit in the round immediately following the casting of this spell, the effect is wasted.<\/p>\n\n\t<p>This spell first appeared in <em>Magic of Faer\u00fbn<\/em>.<\/p><\/p>Reference: Ghostwalk 54<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As stone bones, except the target creature's skeleton changes to iron.\nThe creature gains a +5 natural armor bonus to AC.\nFocus: A miniature skull made out of iron or steel.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"As stone bones, except the target creature's skeleton changes to iron.","material_components":"0","name":"Iron Bones","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Iron Bones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As stone bones, except the target creature&#39;s skeleton changes to iron.<br \/>The creature gains a +5 natural armor bonus to AC.<br \/>Focus: A miniature skull made out of iron or steel.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Any number of creatures, no two of which can be more than 60 ft. apart","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"As camouflage, except the effect is mobile with the group.\nThe spell is broken for any individual who moves more than 60 feet from the nearest member of the group.\n(If only two individuals are affected, the one moving away from the other one loses its camouflage.\nIf both are moving away from each other, they both become visible when the distance between them exceeds 60 feet).\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"As camouflage, except the effect is mobile with the group.","material_components":"0","name":"Camouflage, Mass","level":"Druid 4 \/ Ranger 4","full_text":"<div><p><h5>Camouflage, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>As camouflage, except the effect is mobile with the group.<br \/>The spell is broken for any individual who moves more than 60 feet from the nearest member of the group.<br \/>(If only two individuals are affected, the one moving away from the other one loses its camouflage.<br \/>If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet).<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"10 ft.","target":"1 cu. ft.\/level of ectoplasm","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"As purify food and drink, but affecting only ectoplasm.\nMaterial Component: A small loop of gold wire.","short_description":"As purify food and drink, but affecting only ectoplasm.","material_components":"0","name":"Preserve Ectoplasm","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Preserve Ectoplasm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>As purify food and drink, but affecting only ectoplasm.<br \/>Material Component: A small loop of gold wire.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, AF","casting_time":"1 hour","range":"Touch","target":"One unborn human (see text)","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You enhance the abilities of an unborn human child, giving the child exceptional sorcerous ability (if female) or exceptional clarity of mind (if male).\nUpon reaching adulthood, the child may select the Kihu-Sherem Guardian or Sherem-Lar Sorcery feats.\nWhile the spell affects an unborn child, it is targeted at the pregnant mother, who may resist the spell with a Will saving throw.\nIf the mother is bearing multiple children, the spell randomly affects one of the unborn (in these cases, the spell is usually cast multiple times in order to affect all of them).\nIf the mother is from an unbroken line of sherem-lar sorcerers at least ten generations long, a female child born of this spell may choose the Sherezem-Lar Sorcery feat.\nThis spell is normally used on only Bazareene nobles, and most nobles consider it a crime to use the spell on anyone but a noble.\nConversely, most people outside of Bazareene consider magically altering an unborn child to be a repugnant act and would never allow it.\nFocus: A flawless emerald worth at least 1,000 gp.\nMaterial Components: Blood from a Bazareene sorcerer of at least 6th level, an iron ring that has touched lava, and three golden spheres worth 50 gp each.","short_description":"You enhance the abilities of an unborn human child, giving the child exceptional sorcerous ability (i...","material_components":"0","name":"Sherem Transformation","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Sherem Transformation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You enhance the abilities of an unborn human child, giving the child exceptional sorcerous ability (if female) or exceptional clarity of mind (if male).<br \/>Upon reaching adulthood, the child may select the Kihu-Sherem Guardian or Sherem-Lar Sorcery feats.<br \/>While the spell affects an unborn child, it is targeted at the pregnant mother, who may resist the spell with a Will saving throw.<br \/>If the mother is bearing multiple children, the spell randomly affects one of the unborn (in these cases, the spell is usually cast multiple times in order to affect all of them).<br \/>If the mother is from an unbroken line of sherem-lar sorcerers at least ten generations long, a female child born of this spell may choose the Sherezem-Lar Sorcery feat.<br \/>This spell is normally used on only Bazareene nobles, and most nobles consider it a crime to use the spell on anyone but a noble.<br \/>Conversely, most people outside of Bazareene consider magically altering an unborn child to be a repugnant act and would never allow it.<br \/>Focus: A flawless emerald worth at least 1,000 gp.<br \/>Material Components: Blood from a Bazareene sorcerer of at least 6th level, an iron ring that has touched lava, and three golden spheres worth 50 gp each.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You can spit out to close range (25 ft. + 5 ft.\/2 levels).\nIf you have a poison bite attack, this spell allows you to spit your poison out to this range.\nYou make a ranged touch attack to hit your foe, and if you succeed, the target must make a saving throw against your poison as if it had been bitten.\nThis spell is normally used by the yuan-ti and has no significant effect if used with normal spittle.","short_description":"You can spit out to close range (25 ft.","material_components":"0","name":"Spittle Spray","level":"Cleric 1","full_text":"<div><p><h5>Spittle Spray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You can spit out to close range (25 ft. + 5 ft.\/2 levels).<br \/>If you have a poison bite attack, this spell allows you to spit your poison out to this range.<br \/>You make a ranged touch attack to hit your foe, and if you succeed, the target must make a saving throw against your poison as if it had been bitten.<br \/>This spell is normally used by the yuan-ti and has no significant effect if used with normal spittle.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Corporeal undead creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cause the skeleton of the target to become thicker and as strong as stone.\nThis gives the target a +3 natural armor bonus to AC.\nThe spell has no effect on creatures that have no skeleton but works normally on creatures that have exoskeletons (such as insects).\nAnother version of the spell is rumored to exist that works on living creatures, but causes wracking pains because of the radical alteration of its skeleton.\nThis version has fallen out of use because few creatures willingly subject themselves to it (although it might be used by sadistic followers of Orcus).\nFocus: A miniature skull carved of granite.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"You cause the skeleton of the target to become thicker and as strong as stone.","material_components":"0","name":"Stone Bones","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Stone Bones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause the skeleton of the target to become thicker and as strong as stone.<br \/>This gives the target a +3 natural armor bonus to AC.<br \/>The spell has no effect on creatures that have no skeleton but works normally on creatures that have exoskeletons (such as insects).<br \/>Another version of the spell is rumored to exist that works on living creatures, but causes wracking pains because of the radical alteration of its skeleton.<br \/>This version has fallen out of use because few creatures willingly subject themselves to it (although it might be used by sadistic followers of Orcus).<br \/>Focus: A miniature skull carved of granite.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You give a weapon the undead bane property in addition to any other properties it has.\nAgainst undead, your weapon's enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage.\nThe spell has no effect if cast upon a weapon that already has the undead bane property.\nAt caster level 9th (paladin level 18th) and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.\nAlternatively, you can affect up to 50 arrows, bolts, or bullets.\nThe projectiles must be of the same type, and they have to be together, such as in the same quiver.\nProjectiles (but not thrown weapons) lose their undead bane property after they have been fired.\nThe weapon is considered blessed, which means it has special effects on certain creatures.\nAny weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.\nThis spell originally appeared in Magic of Faer\u00fbn.","short_description":"You give a weapon the undead bane property in addition to any other properties it has.","material_components":"0","name":"Undead Bane Weapon","level":"Cleric 4 \/ Paladin 3","full_text":"<div><p><h5>Undead Bane Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You give a weapon the undead bane property in addition to any other properties it has.<br \/>Against undead, your weapon&#39;s enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage.<br \/>The spell has no effect if cast upon a weapon that already has the undead bane property.<br \/>At caster level 9th (paladin level 18th) and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.<br \/>Alternatively, you can affect up to 50 arrows, bolts, or bullets.<br \/>The projectiles must be of the same type, and they have to be together, such as in the same quiver.<br \/>Projectiles (but not thrown weapons) lose their undead bane property after they have been fired.<br \/>The weapon is considered blessed, which means it has special effects on certain creatures.<br \/>Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"Your weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You must be using your deity's favored weapon to cast this spell.\nYou may use the weapon as if you had proficiency with it, even if you normally do not.\nThe weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).\nA double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by you.\nIf your weapon already has enhancement bonuses and special abilities for both of its heads, this effect of the spell does not function unless the weapon's normal enhancement bonus is lower than the bonus granted by this spell.\nWhen you reach 9th caster level, the enhancement bonus of the weapon increases to +2.\nAt 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.\nA variant of this spell first appeared in Defenders of the Faith.","short_description":"You must be using your deity's favored weapon to cast this spell.","material_components":"0","name":"Weapon of the Deity","level":"Blackguard 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Weapon of the Deity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You must be using your deity&#39;s favored weapon to cast this spell.<br \/>You may use the weapon as if you had proficiency with it, even if you normally do not.<br \/>The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).<br \/>A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by you.<br \/>If your weapon already has enhancement bonuses and special abilities for both of its heads, this effect of the spell does not function unless the weapon&#39;s normal enhancement bonus is lower than the bonus granted by this spell.<br \/>When you reach 9th caster level, the enhancement bonus of the weapon increases to +2.<br \/>At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.<br \/>A variant of this spell first appeared in Defenders of the Faith.<\/p><\/p>Reference: Ghostwalk<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"100-ft.-radius cylinder, 500 ft. high","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"As alarm (see Player's Handbook page 197), except the area is a cylinder that extends 500 feet into the air and the alarm only sounds when a flying creature of Medium or larger size enters or touches the warded area.\nArcane Focus: A silver bell and an eagle's feather.","short_description":"As alarm (see Player's Handbook page 197), except the area is a cylinder that extends 500 feet into t...","material_components":"0","name":"Aerial Alarm","level":"Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Aerial Alarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As alarm (see Player&#39;s Handbook page 197), except the area is a cylinder that extends 500 feet into the air and the alarm only sounds when a flying creature of Medium or larger size enters or touches the warded area.<br \/>Arcane Focus: A silver bell and an eagle&#39;s feather.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft. radius cylinder, 40 ft. high","duration":"1 full round and 1 round\/level; see text","saving_throw":"None","spell_resistance":"No","description":"You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area.\nThe ground within the area becomes muddy and\/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster's class level.\nMovement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check.\nFailure on the check means it cannot move in that round, and failure by 5 or more results in the creature falling prone.\nMaterial Component: A flask of acid (cost 10 gp).","short_description":"You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damag...","material_components":"0","name":"Acid Rain","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Acid Rain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 full round and 1 round\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area.<br \/>The ground within the area becomes muddy and\/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster&#39;s class level.<br \/>Movement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check.<br \/>Failure on the check means it cannot move in that round, and failure by 5 or more results in the creature falling prone.<br \/>Material Component: A flask of acid (cost 10 gp).<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft.-radius cylinder, 40 ft. high","duration":"1 round and 1 round\/three levels; see text","saving_throw":"Reflex half","spell_resistance":"No","description":"A torrent of boiling oil rains down in the area you specify.\nCreatures in the area take 4d6 points of scalding (fire) damage from the oil.\nCreatures that fail their initial saving throw take an additional 2d6 points of damage in each subsequent round of the spell's duration (up to a maximum of 6 rounds at 18th level).\nThe oil created by this spell is not itself flammable.","short_description":"A torrent of boiling oil rains down in the area you specify.","material_components":"0","name":"Boiling Oil","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Boiling Oil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round and 1 round\/three levels; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A torrent of boiling oil rains down in the area you specify.<br \/>Creatures in the area take 4d6 points of scalding (fire) damage from the oil.<br \/>Creatures that fail their initial saving throw take an additional 2d6 points of damage in each subsequent round of the spell&#39;s duration (up to a maximum of 6 rounds at 18th level).<br \/>The oil created by this spell is not itself flammable.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft. line","duration":"Instantaneous","saving_throw":"Reflex negates","spell_resistance":"No","description":"This spell creates a 50-pound stone that speeds away from the caster in a straight line, dealing 6d6 points of damage to each creature in its path.\nIn addition, any Medium or smaller creatures in its path are knocked prone.","short_description":"This spell creates a 50-pound stone that speeds away from the caster in a straight line, dealing 6d6 ...","material_components":"0","name":"Hurtling Stone","level":"Druid 4","full_text":"<div><p><h5>Hurtling Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a 50-pound stone that speeds away from the caster in a straight line, dealing 6d6 points of damage to each creature in its path.<br \/>In addition, any Medium or smaller creatures in its path are knocked prone.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/level)","target":"","effect":"20-ft.-by-80-ft. structure","area":"","duration":"2 hours\/level","saving_throw":"None","spell_resistance":"No","description":"This spell creates a simple building similar to a Leomund's secure shelter (see Player's Handbook page 247) that can be used to house up to forty troops.\nThe billet has a latched door at each end and two shuttered windows on each long side.\nThese doors and windows can be barred from the inside, but the billet does not provide any magical protection.\nThe billet contains forty bunks (stacked two high), two trestle tables with ten stools each, and two fireplaces with raging fires already burning and enough wood to last for one night.\nTwenty loaves of bread are stacked on each table, and a pot of hot gruel hangs on a hook over each fire.\nMaterial Components: A rectangular chip of stone, crushed lime, iron filings, several splinters of wood, a pinch of flour, a sprinkling of water, and a sliver of dried beef.","short_description":"This spell creates a simple building similar to a Leomund's secure shelter (see Player's Handbook pag...","material_components":"0","name":"Leomund's Billet","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Leomund's Billet<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-by-80-ft. structure<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a simple building similar to a Leomund&#39;s secure shelter (see Player&#39;s Handbook page 247) that can be used to house up to forty troops.<br \/>The billet has a latched door at each end and two shuttered windows on each long side.<br \/>These doors and windows can be barred from the inside, but the billet does not provide any magical protection.<br \/>The billet contains forty bunks (stacked two high), two trestle tables with ten stools each, and two fireplaces with raging fires already burning and enough wood to last for one night.<br \/>Twenty loaves of bread are stacked on each table, and a pot of hot gruel hangs on a hook over each fire.<br \/>Material Components: A rectangular chip of stone, crushed lime, iron filings, several splinters of wood, a pinch of flour, a sprinkling of water, and a sliver of dried beef.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster.\nYou gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast.\nIf you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster.\nWith a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast.\nThis determination happens quickly enough that you can\nattempt to counter the spell as a free action.\nCounterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster.\nIf you counter a spell in this manner, the battlemagic perception spell ends immediately.","short_description":"You gain a perception of the forces of magic and can sense when magic is being manipulated by a spell...","material_components":"0","name":"Battlemagic Perception","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Battlemagic Perception<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster.<br \/>You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast.<br \/>If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster.<br \/>With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast.<br \/>This determination happens quickly enough that you can<br \/>attempt to counter the spell as a free action.<br \/>Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster.<br \/>If you counter a spell in this manner, the battlemagic perception spell ends immediately.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Medium (100 ft. + 10 ft.\/level)","target":"Ten living creatures per caster level","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell is identical to status (see Player's Handbook page 284), except as noted above.","short_description":"This spell is identical to status (see Player's Handbook page 284), except as noted above.","material_components":"0","name":"Status, Greater","level":"Cleric 5","full_text":"<div><p><h5>Status, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell is identical to status (see Player&#39;s Handbook page 284), except as noted above.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You strip away the target's leadership qualities, leaving the creature virtually incapable of commanding troops.\nThe target may not add its Charisma bonus (if any) to rally checks.\nThe target's commander rating (if any) is reduced to 0, and it loses any commander aura(s) it possesses.\nThe target can add its commander rating (if any) as a bonus on its Will save.\nSee Chapter 4 for more details on rally checks, commander ratings, and commander auras.","short_description":"You strip away the target's leadership qualities, leaving the creature virtually incapable of command...","material_components":"0","name":"Crisis of Confidence","level":"Bard 3 \/ Hexblade 2","full_text":"<div><p><h5>Crisis of Confidence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Hexblade 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You strip away the target&#39;s leadership qualities, leaving the creature virtually incapable of commanding troops.<br \/>The target may not add its Charisma bonus (if any) to rally checks.<br \/>The target&#39;s commander rating (if any) is reduced to 0, and it loses any commander aura(s) it possesses.<br \/>The target can add its commander rating (if any) as a bonus on its Will save.<br \/>See Chapter 4 for more details on rally checks, commander ratings, and commander auras.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"","duration":"Concentration plus 1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"When a bard casts drums of war and plays her instrument, the spell transforms that music into an ominous cadence of drumbeats that fills enemies with doubt.\nAll enemies within range of the spell take a -2 penalty on their attack rolls and saving throws as long as the drums of war continue and for an additional 1 round per level afterward.\nDeaf enemies and enemies under the effect of a silence spell are unaffected by this spell.\nFocus: A masterwork musical instrument, which must be played.","short_description":"When a bard casts drums of war and plays her instrument, the spell transforms that music into an omin...","material_components":"0","name":"Drums of War","level":"Bard 4","full_text":"<div><p><h5>Drums of War<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration plus 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When a bard casts drums of war and plays her instrument, the spell transforms that music into an ominous cadence of drumbeats that fills enemies with doubt.<br \/>All enemies within range of the spell take a -2 penalty on their attack rolls and saving throws as long as the drums of war continue and for an additional 1 round per level afterward.<br \/>Deaf enemies and enemies under the effect of a silence spell are unaffected by this spell.<br \/>Focus: A masterwork musical instrument, which must be played.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"80-ft.-radius cylinder, 40 ft. high","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"When you cast battlefield illumination, a soft light illuminates the area.\nThis effect improves the illumination in the area by one category (from darkness to shadowy, or from shadowy to bright light).\nIt does not stack with other magical light effects.\nUnlike other spells with the light descriptor, battlefield illumination counters and dispels early twilight (see page 126) but does not affect other darkness spells.","short_description":"When you cast battlefield illumination, a soft light illuminates the area.","material_components":"0","name":"Battlefield Illumination","level":"Cleric 4 \/ Druid 4 \/ Paladin 4","full_text":"<div><p><h5>Battlefield Illumination<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast battlefield illumination, a soft light illuminates the area.<br \/>This effect improves the illumination in the area by one category (from darkness to shadowy, or from shadowy to bright light).<br \/>It does not stack with other magical light effects.<br \/>Unlike other spells with the light descriptor, battlefield illumination counters and dispels early twilight (see page 126) but does not affect other darkness spells.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A cone of bright light shines forth from just above the caster's head.\nAll creatures within the cone that fail a Fortitude saving throw are dazzled for 1 minute.\nSightless creatures are not affected by blaze of light.\nA light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.","short_description":"A cone of bright light shines forth from just above the caster's head.","material_components":"0","name":"Blaze of Light","level":"Druid 2 \/ Paladin 1","full_text":"<div><p><h5>Blaze of Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A cone of bright light shines forth from just above the caster&#39;s head.<br \/>All creatures within the cone that fail a Fortitude saving throw are dazzled for 1 minute.<br \/>Sightless creatures are not affected by blaze of light.<br \/>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"100-ft.-radius emanation","duration":"1 day\/level","saving_throw":"","spell_resistance":"","description":"This spell blesses a large area with positive energy.\nThis effect functions as the consecrate spell (see Player's Handbook page 212), except as noted here.\nAny creature slain within the area of this spell cannot be turned into an undead creature for the duration of the spell, even if it is removed from the area.\nConsecrate battlefield counters and dispels desecrate and desecrate battlefield.\nMaterial Components: A vial of holy water and 1 pound of platinum dust (500 gp).","short_description":"This spell blesses a large area with positive energy.","material_components":"0","name":"Consecrate Battlefield","level":"Cleric 6","full_text":"<div><p><h5>Consecrate Battlefield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell blesses a large area with positive energy.<br \/>This effect functions as the consecrate spell (see Player&#39;s Handbook page 212), except as noted here.<br \/>Any creature slain within the area of this spell cannot be turned into an undead creature for the duration of the spell, even if it is removed from the area.<br \/>Consecrate battlefield counters and dispels desecrate and desecrate battlefield.<br \/>Material Components: A vial of holy water and 1 pound of platinum dust (500 gp).<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"100-ft.-radius emanation","duration":"1 day\/level","saving_throw":"","spell_resistance":"","description":"This spell imbues a large area with negative energy.\nThis functions as the desecrate spell (see Player's Handbook page 218), except as noted here.\nDesecrate battlefield counters and dispels consecrate and consecrate battlefield.\nMaterial Components: A vial of unholy water and 1 pound of platinum dust (500 gp).","short_description":"This spell imbues a large area with negative energy.","material_components":"0","name":"Desecrate Battlefield","level":"Cleric 6","full_text":"<div><p><h5>Desecrate Battlefield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues a large area with negative energy.<br \/>This functions as the desecrate spell (see Player&#39;s Handbook page 218), except as noted here.<br \/>Desecrate battlefield counters and dispels consecrate and consecrate battlefield.<br \/>Material Components: A vial of unholy water and 1 pound of platinum dust (500 gp).<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"80-ft.-radius cylinder, 40 ft. high","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Early twilight suppresses light in its area, even casting a shadow over daylight.\nThis effect reduces the illumination in the area by one category (from bright light to shadowy, or from shadowy to darkness).\nIt does not stack with other magical darkness effects.\nUnlike other spells with the darkness descriptor, early twilight counters and dispels battlefield illumination (see page 125) but not other light spells.\nArcane Material Component: A black veil.","short_description":"Early twilight suppresses light in its area, even casting a shadow over daylight.","material_components":"0","name":"Early Twilight","level":"Cleric 4 \/ Hexblade 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Early Twilight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Hexblade 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Early twilight suppresses light in its area, even casting a shadow over daylight.<br \/>This effect reduces the illumination in the area by one category (from bright light to shadowy, or from shadowy to darkness).<br \/>It does not stack with other magical darkness effects.<br \/>Unlike other spells with the darkness descriptor, early twilight counters and dispels battlefield illumination (see page 125) but not other light spells.<br \/>Arcane Material Component: A black veil.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"5-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"You launch a ball of molten rock that detonates, showering nearby creatures with red-hot stone and flames.\nThe explosion deals 2d6 points of fire damage to every creature within the area.\nIn addition, any creature that fails its Reflex save catches fire (see page 304 of the Dungeon Master's Guide) and takes an additional 1d6 points of fire damage each round until it douses the fire by succeeding on a DC 15 Reflex save.\nMaterial Component: A stone marble.","short_description":"You launch a ball of molten rock that detonates, showering nearby creatures with red-hot stone and fl...","material_components":"0","name":"Molten Strike","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Molten Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You launch a ball of molten rock that detonates, showering nearby creatures with red-hot stone and flames.<br \/>The explosion deals 2d6 points of fire damage to every creature within the area.<br \/>In addition, any creature that fails its Reflex save catches fire (see page 304 of the Dungeon Master&#39;s Guide) and takes an additional 1d6 points of fire damage each round until it douses the fire by succeeding on a DC 15 Reflex save.<br \/>Material Component: A stone marble.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"40-ft.-radius burst","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"A shrieking blast is a deafening explosion of sonic power.\nAny creature in the area is permanently deafened and takes 8d6 points of sonic damage.\nA successful save reduces the deafness to 1 round and reduces the damage by half.\nMaterial Component: A small steel ball.","short_description":"A shrieking blast is a deafening explosion of sonic power.","material_components":"0","name":"Shrieking Blast","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shrieking Blast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A shrieking blast is a deafening explosion of sonic power.<br \/>Any creature in the area is permanently deafened and takes 8d6 points of sonic damage.<br \/>A successful save reduces the deafness to 1 round and reduces the damage by half.<br \/>Material Component: A small steel ball.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two or more magical horsemen of force","area":"","duration":"Instantaneous","saving_throw":"None and Fortitude negates; see text","spell_resistance":"Yes","description":"As spiritual charger (see below), except that you create one horseman for every four caster levels, up to a maximum of five horsemen at 20th level.\nNo more than one horseman can attack any single target.\nIn addition to taking damage, any Large or smaller creature struck by one of your spiritual cavalry must succeed on a Fortitude save or be knocked prone and trampled by the rider, taking an additional 1d8 points of force damage.","short_description":"As spiritual charger (see below), except that you create one horseman for every four caster levels, u...","material_components":"0","name":"Spiritual Cavalry","level":"Cleric 5","full_text":"<div><p><h5>Spiritual Cavalry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two or more magical horsemen of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None and Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As spiritual charger (see below), except that you create one horseman for every four caster levels, up to a maximum of five horsemen at 20th level.<br \/>No more than one horseman can attack any single target.<br \/>In addition to taking damage, any Large or smaller creature struck by one of your spiritual cavalry must succeed on a Fortitude save or be knocked prone and trampled by the rider, taking an additional 1d8 points of force damage.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Magic horseman of force","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A lance-wielding rider of pure force, bearing the symbol of your deity, springs into being and immediately makes one attack against a target you designate within range.\nThe rider's attack bonus is equal to your base attack bonus plus your Wisdom modifier.\nIf the rider appears in a location at least 10 feet distant from its target, the spiritual charger gains an additional +2 bonus on the attack roll because it is able to make a charge before attacking.\nA spiritual charger deals 2d8 points of force damage, +1 point per three caster levels (up to a maximum of 2d8+5 at 15th level).\nA spiritual charger threatens a critical hit on a natural 20 and deals triple damage on a successful critical hit.","short_description":"A lance-wielding rider of pure force, bearing the symbol of your deity, springs into being and immedi...","material_components":"0","name":"Spiritual Charger","level":"Cleric 3","full_text":"<div><p><h5>Spiritual Charger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magic horseman of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A lance-wielding rider of pure force, bearing the symbol of your deity, springs into being and immediately makes one attack against a target you designate within range.<br \/>The rider&#39;s attack bonus is equal to your base attack bonus plus your Wisdom modifier.<br \/>If the rider appears in a location at least 10 feet distant from its target, the spiritual charger gains an additional +2 bonus on the attack roll because it is able to make a charge before attacking.<br \/>A spiritual charger deals 2d8 points of force damage, +1 point per three caster levels (up to a maximum of 2d8+5 at 15th level).<br \/>A spiritual charger threatens a critical hit on a natural 20 and deals triple damage on a successful critical hit.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more corpses, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You use negative energy to temporarily animate one or more corpses.\nYou can create undead skeletons or zombies with this spell, but you can't create more Hit Dice of undead than twice your caster level.\nThe Monster Manual has game statistics for skeletons (page 226) and zombies (page 266).\nThe undead created are mindless and are not initially under your command.\nUnless otherwise influenced (by way of a rebuke attempt or the control undead spell from the Player's Handbook, for instance), the undead created will attack the nearest living creatures.\nSee animate dead, page 199 of the Player's Handbook, for information on what is required to create a skeleton or zombie from a corpse.\nMaterial Component: A black onyx gem worth at least 100 gp.","short_description":"You use negative energy to temporarily animate one or more corpses.","material_components":"0","name":"Animate Legion","level":"Cleric 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Animate Legion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You use negative energy to temporarily animate one or more corpses.<br \/>You can create undead skeletons or zombies with this spell, but you can&#39;t create more Hit Dice of undead than twice your caster level.<br \/>The Monster Manual has game statistics for skeletons (page 226) and zombies (page 266).<br \/>The undead created are mindless and are not initially under your command.<br \/>Unless otherwise influenced (by way of a rebuke attempt or the control undead spell from the Player&#39;s Handbook, for instance), the undead created will attack the nearest living creatures.<br \/>See animate dead, page 199 of the Player&#39;s Handbook, for information on what is required to create a skeleton or zombie from a corpse.<br \/>Material Component: A black onyx gem worth at least 100 gp.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One siege weapon of up to Gargantuan size","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You imbue a siege weapon, such as a ballista or a battering ram, with mobility and the semblance of life.\n(See the Size column on Table 4-1, page 67, to determine which siege weapons can be affected by this spell).\nThe siege weapon attacks whomever or whatever you initially designate, continuing to do so as long as the spell lasts.\nYou can give it a new command as a free action as long as you are within range, and you can even command it to allow itself to be operated normally (in which case it gains none of the benefits of this spell).\nThe siege weapon can operate itself as if it were crewed by a normal complement of operators.\nIt automatically succeeds on any checks required to operate it.\nIt uses your caster level as its attack bonus when acting as a siege weapon.","short_description":"You imbue a siege weapon, such as a ballista or a battering ram, with mobility and the semblance of l...","material_components":"0","name":"Animate Siege Weapon","level":"Cleric 7","full_text":"<div><p><h5>Animate Siege Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a siege weapon, such as a ballista or a battering ram, with mobility and the semblance of life.<br \/>(See the Size column on Table 4-1, page 67, to determine which siege weapons can be affected by this spell).<br \/>The siege weapon attacks whomever or whatever you initially designate, continuing to do so as long as the spell lasts.<br \/>You can give it a new command as a free action as long as you are within range, and you can even command it to allow itself to be operated normally (in which case it gains none of the benefits of this spell).<br \/>The siege weapon can operate itself as if it were crewed by a normal complement of operators.<br \/>It automatically succeeds on any checks required to operate it.<br \/>It uses your caster level as its attack bonus when acting as a siege weapon.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"See text","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You shift earth to create a shallow trench or a berm, as described on page 35.\nThe trench or berm created is a straight line up to 5 feet long per two caster levels.\nA berm created by this spell is 2 squares wide.\nThis spell has no effect when cast in an area of stone such as an unworked cavern floor, a flagstone floor, or a cobblestone street.","short_description":"You shift earth to create a shallow trench or a berm, as described on page 35.","material_components":"0","name":"Battlefield Fortification","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Battlefield Fortification<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You shift earth to create a shallow trench or a berm, as described on page 35.<br \/>The trench or berm created is a straight line up to 5 feet long per two caster levels.<br \/>A berm created by this spell is 2 squares wide.<br \/>This spell has no effect when cast in an area of stone such as an unworked cavern floor, a flagstone floor, or a cobblestone street.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The subject becomes supernaturally loud, and his voice carries over long distances.\nA creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level.\nCreatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all.\nResounding voice counters and dispels silence and is also countered and dispelled by silence.","short_description":"The subject becomes supernaturally loud, and his voice carries over long distances.","material_components":"0","name":"Resounding Voice","level":"Bard 2 \/ Cleric 2","full_text":"<div><p><h5>Resounding Voice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes supernaturally loud, and his voice carries over long distances.<br \/>A creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level.<br \/>Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all.<br \/>Resounding voice counters and dispels silence and is also countered and dispelled by silence.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 10-ft. square\/level (S)","duration":"1 hour\/level","saving_throw":"Reflex negates; see text","spell_resistance":"No","description":"Trip vine causes plants within the area to grow together to form a tangle.\nAny creature entering an affected square must succeed on a Reflex save or fall prone.\nAny creature charging into an affected square takes a -2 penalty on its saving throw.\nIf this spell is cast on an area of undergrowth (see page 87 of the Dungeon Master's Guide), saves against the spell take a -2 penalty.","short_description":"Trip vine causes plants within the area to grow together to form a tangle.","material_components":"0","name":"Trip Vine","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Trip Vine<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Trip vine causes plants within the area to grow together to form a tangle.<br \/>Any creature entering an affected square must succeed on a Reflex save or fall prone.<br \/>Any creature charging into an affected square takes a -2 penalty on its saving throw.<br \/>If this spell is cast on an area of undergrowth (see page 87 of the Dungeon Master&#39;s Guide), saves against the spell take a -2 penalty.<\/p><\/p>Reference: Heroes of Battle<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes","description":"This spell grants a +4 resistance bonus on saving throws made to resist acquiring taint.","short_description":"This spell grants a +4 resistance bonus on saving throws made to resist acquiring taint.","material_components":"0","name":"Resist Taint","level":"Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Resist Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants a +4 resistance bonus on saving throws made to resist acquiring taint.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched, or up to eight willing creatures joining hands","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You move yourself or some other creature into a dreamscape.\nYou must either be able to see the dreamer whose dreams you wish to enter or be within 30 feet of her.\nThis spell otherwise functions exactly as plane shift.","short_description":"You move yourself or some other creature into a dreamscape.","material_components":"0","name":"Dream Walk","level":"","full_text":"<div><p><h5>Dream Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You move yourself or some other creature into a dreamscape.<br \/>You must either be able to see the dreamer whose dreams you wish to enter or be within 30 feet of her.<br \/>This spell otherwise functions exactly as plane shift.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell functions like summon monster I (see page 285 of the Player's Handbook), except that you summon an undead creature.\nSummon undead I conjures one of the creatures from the 1st-level list in the Summon Undead table at right.\nYou choose which creature to summon, and you can change that choice each time you cast the spell.\nSummoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities.\nNo undead creature you summon can have more Hit Dice than your caster level +1.\nFocus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.\nNote: The descriptions of the summon undead spells presented here supersede earlier published descriptions.","short_description":"This spell functions like summon monster I (see page 285 of the Player's Handbook), except that you s...","material_components":"0","name":"Summon Undead I","level":"Blackguard 1 \/ Cleric 1 \/ Dread Necromancer 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Summon Undead I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 1 \/ Dread Necromancer 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon monster I (see page 285 of the Player&#39;s Handbook), except that you summon an undead creature.<br \/>Summon undead I conjures one of the creatures from the 1st-level list in the Summon Undead table at right.<br \/>You choose which creature to summon, and you can change that choice each time you cast the spell.<br \/>Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities.<br \/>No undead creature you summon can have more Hit Dice than your caster level +1.<br \/>Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.<br \/>Note: The descriptions of the summon undead spells presented here supersede earlier published descriptions.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 2nd-level l...","material_components":"0","name":"Summon Undead II","level":"Blackguard 2 \/ Cleric 2 \/ Dread Necromancer 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Summon Undead II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 2 \/ Dread Necromancer 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 3rd-level l...","material_components":"0","name":"Summon Undead III","level":"Blackguard 3 \/ Cleric 3 \/ Dread Necromancer 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Summon Undead III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 3 \/ Dread Necromancer 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 4th-level l...","material_components":"0","name":"Summon Undead IV","level":"Blackguard 4 \/ Cleric 4 \/ Dread Necromancer 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Undead IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 4 \/ Dread Necromancer 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 5th-level l...","material_components":"0","name":"Summon Undead V","level":"Cleric 5 \/ Dread Necromancer 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Summon Undead V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Dread Necromancer 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, M, XP","casting_time":"1 hour","range":"Touch","target":"One corporeal undead creature","effect":"","area":"","duration":"Permanent (D)","saving_throw":"None","spell_resistance":"Yes","description":"You summon the spirit of a fiend from the depths of Hell or the Abyss and bind it into the body of a corporeal undead creature.\nBinding the fiend applies the fiendish template (see page 108 of the Monster Manual) to the undead creature.\nThe resulting creature is independent of you and can act on its own.\nIts initial attitude toward you is indifferent.\nMaterial Component: A bit of brimstone and a bloodstone worth at least 500 gp.\nXP Cost: 100 XP.","short_description":"You summon the spirit of a fiend from the depths of Hell or the Abyss and bind it into the body of a ...","material_components":"0","name":"Vile Death","level":"Cleric 9 \/ Dread Necromancer 7 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Vile Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Dread Necromancer 7 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You summon the spirit of a fiend from the depths of Hell or the Abyss and bind it into the body of a corporeal undead creature.<br \/>Binding the fiend applies the fiendish template (see page 108 of the Monster Manual) to the undead creature.<br \/>The resulting creature is independent of you and can act on its own.<br \/>Its initial attitude toward you is indifferent.<br \/>Material Component: A bit of brimstone and a bloodstone worth at least 500 gp.<br \/>XP Cost: 100 XP.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of taint in nearby objects and creatures.\nThe amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of taint within the area.\n2nd Round:Number of tainted creatures in the area and the strength of the strongest tainted aura present.\nIf you are free of taint, if the strongest tainted aura is overwhelming (see below), and if the strength of the tainted aura is at least twice your character level, you are nauseated for 1 round and the spell ends.\n3rd Round: The strength and location of each tainted aura.\nIf a tainted aura is outside your line of sight, you discern its direction but not its exact location.\nAura Strength: The strength of a tainted aura depends on the corruption or depravity score (whichever is higher) of the creature you are detecting, or the amount of taint bestowed by an object, location, or creature without a taint score.\nIf an aura falls into more than one strength category, you learn about the stronger of the two.\nLength Aura Lingers: How long the aura lingers depends on its original strength:\nEach round, you can turn to detect things in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.","short_description":"You can sense the presence of taint in nearby objects and creatures.","material_components":"0","name":"Detect Taint","level":"Cleric 1","full_text":"<div><p><h5>Detect Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the presence of taint in nearby objects and creatures.<br \/>The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of taint within the area.<br \/>2nd Round:Number of tainted creatures in the area and the strength of the strongest tainted aura present.<br \/>If you are free of taint, if the strongest tainted aura is overwhelming (see below), and if the strength of the tainted aura is at least twice your character level, you are nauseated for 1 round and the spell ends.<br \/>3rd Round: The strength and location of each tainted aura.<br \/>If a tainted aura is outside your line of sight, you discern its direction but not its exact location.<br \/>Aura Strength: The strength of a tainted aura depends on the corruption or depravity score (whichever is higher) of the creature you are detecting, or the amount of taint bestowed by an object, location, or creature without a taint score.<br \/>If an aura falls into more than one strength category, you learn about the stronger of the two.<br \/>Length Aura Lingers: How long the aura lingers depends on its original strength:<br \/>Each round, you can turn to detect things in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"S","casting_time":"1 full round","range":"See text","target":"You","effect":"","area":"","duration":"1 min\/level (D)","saving_throw":"","spell_resistance":"","description":"You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations.\nYour spirit can move 100 feet per round and can see and hear anything you could if you were in the same location.\nThe spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.\nYour spirit can do nothing but move and observe--it cannot speak, attack, cast spells, or perform any other action.\nAt the end of the spell, your spirit instantaneously returns to your body and you wake up.\nIf your body is disturbed while your spirit is wandering, the spell ends immediately.","short_description":"You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to dist...","material_components":"0","name":"Dream Sight","level":"","full_text":"<div><p><h5>Dream Sight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations.<br \/>Your spirit can move 100 feet per round and can see and hear anything you could if you were in the same location.<br \/>The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.<br \/>Your spirit can do nothing but move and observe&#8212;it cannot speak, attack, cast spells, or perform any other action.<br \/>At the end of the spell, your spirit instantaneously returns to your body and you wake up.<br \/>If your body is disturbed while your spirit is wandering, the spell ends immediately.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid of Hit Dice equal to caster level +4 or less","effect":"","area":"","duration":"Permanent until discharged, then 1 hour\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"The target of this spell experiences no immediate effect. The next time she falls asleep, however, she immediately reawakens with a chaotic evil alignment and a bloodthirsty, temperamental, and even psychotic disposition. The subject has no particular goals during this time except to shed blood and slaughter anyone who aggravates or irritates her; even the most innocent action might result in violence.\n\nWhen the spell expires, the subject passes out momentarily, and reawakens with no memory of anything she might have done while under the effect of the spell. So far as she can tell, she simply fell asleep hours earlier, and she has no idea what has happened since then. She has gained no rest, cannot prepare arcane spells, and might be fatigued (if appropriate). \n\nFocus: The tongue of an executed murderer.\n\nCorruption Cost: 1d4 points of Constitution damage.","short_description":"The target of this spell experiences no immediate effect.","material_components":"0","name":"Call Forth the Beast","level":"","full_text":"<div><p><h5>Call Forth the Beast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged, then 1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target of this spell experiences no immediate effect. The next time she falls asleep, however, she immediately reawakens with a chaotic evil alignment and a bloodthirsty, temperamental, and even psychotic disposition. The subject has no particular goals during this time except to shed blood and slaughter anyone who aggravates or irritates her; even the most innocent action might result in violence.<\/p>\n\n\t<p>When the spell expires, the subject passes out momentarily, and reawakens with no memory of anything she might have done while under the effect of the spell. So far as she can tell, she simply fell asleep hours earlier, and she has no idea what has happened since then. She has gained no rest, cannot prepare arcane spells, and might be fatigued (if appropriate). <\/p>\n\n\t<p>Focus: The tongue of an executed murderer.<\/p>\n\n\t<p>Corruption Cost: 1d4 points of Constitution damage.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Living beings view the subject of this spell with instinctive hostility.\nAll NPC reactions begin one category worse than they\notherwise would (see page 72 of the Player's Handbook), and any Diplomacy checks to moderate those reactions take a -\n10 circumstance penalty.\nFurthermore, people view the target in the worst possible light.\nIf, for example, a community is hunting for an unknown murderer, they will assume that the subject of the spell is guilty of the crime.\nPlayer characters and NPCs who know the subject well, such as old friends or loved ones, are unaffected.\nMaterial Component:One ounce of bile.","short_description":"Living beings view the subject of this spell with instinctive hostility.","material_components":"0","name":"Cloak of Hate","level":"Bard 5 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Cloak of Hate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Living beings view the subject of this spell with instinctive hostility.<br \/>All <span class=caps>NPC<\/span> reactions begin one category worse than they<br \/>otherwise would (see page 72 of the Player&#39;s Handbook), and any Diplomacy checks to moderate those reactions take a &#8211; 10 circumstance penalty.<br \/>Furthermore, people view the target in the worst possible light.<br \/>If, for example, a community is hunting for an unknown murderer, they will assume that the subject of the spell is guilty of the crime.<br \/>Player characters and NPCs who know the subject well, such as old friends or loved ones, are unaffected.<br \/>Material Component:One ounce of bile.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 minute","range":"Unlimited","target":"One sentient, living creature of caster's HD +4 or lower","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You take control of the physical body of a sleeping creature.\nAt the beginning of the spell, you must name the subject or identify him by some title that leaves no doubt as to his identity.\nYou then enter a trance and appear in the subject's dream.\nSo long as you remain in his dream, you see the world through the eyes of his physical form, and you control his body as per the spell dominate monster (see page 224 of the Player's Handbook).\nThe subject is aware of you in his dream, and can identify you if he knows you personally.\nOnce the spell ends, or if the subject shakes off the effect due to a new save granted by instructions contrary to his moral code (this new save gains a +2 bonus; see dominate person), he remembers what he has done while under the effects of dreaming puppet.\nThese memories are dreamlike and not entirely clear, but the subject recalls the gist of all that happened.\nIf the recipient is awake when the spell begins, you can choose to wake up (ending the spell) or remain in the trance.\nYou can remain in the trance until the recipient goes to sleep (assuming the spell's duration lasts that long), then enter the recipient's dream and dominate him as normal.\nIf you are disturbed and awaken during the trance, the spell ends.\nCreatures who don't sleep (such as elves, but not half-elves), don't dream, or are otherwise immune to mind-affecting spells and abilities are immune to this spell.\nYou are unaware of your own surroundings or of the activities around you while in the trance.\nYou are defenseless both physically and mentally (you always fail any saving throw) while in the trance.\nDreaming puppet carries an element of risk for you as well as for the subject.\nIf the target exceeds the required Will save by 10 or more, or rolls a natural 20, not only are you barred from controlling him but your soul becomes lost in the dreamscape, unable to easily return to your own body.\nIn order to return to your body, you must either find your way through the realm of dreams (and possibly other planes as well), cast a planar traveling spell, or be rescued.","short_description":"You take control of the physical body of a sleeping creature.","material_components":"0","name":"Dreaming Puppet","level":"","full_text":"<div><p><h5>Dreaming Puppet<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You take control of the physical body of a sleeping creature.<br \/>At the beginning of the spell, you must name the subject or identify him by some title that leaves no doubt as to his identity.<br \/>You then enter a trance and appear in the subject&#39;s dream.<br \/>So long as you remain in his dream, you see the world through the eyes of his physical form, and you control his body as per the spell dominate monster (see page 224 of the Player&#39;s Handbook).<br \/>The subject is aware of you in his dream, and can identify you if he knows you personally.<br \/>Once the spell ends, or if the subject shakes off the effect due to a new save granted by instructions contrary to his moral code (this new save gains a +2 bonus; see dominate person), he remembers what he has done while under the effects of dreaming puppet.<br \/>These memories are dreamlike and not entirely clear, but the subject recalls the gist of all that happened.<br \/>If the recipient is awake when the spell begins, you can choose to wake up (ending the spell) or remain in the trance.<br \/>You can remain in the trance until the recipient goes to sleep (assuming the spell&#39;s duration lasts that long), then enter the recipient&#39;s dream and dominate him as normal.<br \/>If you are disturbed and awaken during the trance, the spell ends.<br \/>Creatures who don&#39;t sleep (such as elves, but not half-elves), don&#39;t dream, or are otherwise immune to mind-affecting spells and abilities are immune to this spell.<br \/>You are unaware of your own surroundings or of the activities around you while in the trance.<br \/>You are defenseless both physically and mentally (you always fail any saving throw) while in the trance.<br \/>Dreaming puppet carries an element of risk for you as well as for the subject.<br \/>If the target exceeds the required Will save by 10 or more, or rolls a natural 20, not only are you barred from controlling him but your soul becomes lost in the dreamscape, unable to easily return to your own body.<br \/>In order to return to your body, you must either find your way through the realm of dreams (and possibly other planes as well), cast a planar traveling spell, or be rescued.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Until discharged","saving_throw":"None or Will negates; see text","spell_resistance":"Yes","description":"This spell is a far more potent version of geas.\nThe duration of the geas is unlimited; it lasts until the subject(s) either discharge the obligation or the effect is dispelled.\nThe initial subject of the spell gains no save, as per a standard geas (see page 234 of the Player's Handbook).\nIf the target dies before completing the obligation, the geas transfers to his closest adult relative.\nThis new subject is entitled to a save; if she succeeds, the geas is broken and the spell ends.\nIf not, she labors under the geas until she either completes the obligation, succeeds in dispelling the geas, or dies and potentially passes the geas to her closest adult relative.\nEach new subject has an instinctive understanding of the nature of the obligation.\nA familial geas can be broken only by a successful save on the part of the next successor, remove curse (if cast by someone two caster levels higher than the familial geas), miracle, or wish.","short_description":"This spell is a far more potent version of geas.","material_components":"0","name":"Familial Geas","level":"Bard 6 \/ Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Familial Geas<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is a far more potent version of geas.<br \/>The duration of the geas is unlimited; it lasts until the subject(s) either discharge the obligation or the effect is dispelled.<br \/>The initial subject of the spell gains no save, as per a standard geas (see page 234 of the Player&#39;s Handbook).<br \/>If the target dies before completing the obligation, the geas transfers to his closest adult relative.<br \/>This new subject is entitled to a save; if she succeeds, the geas is broken and the spell ends.<br \/>If not, she labors under the geas until she either completes the obligation, succeeds in dispelling the geas, or dies and potentially passes the geas to her closest adult relative.<br \/>Each new subject has an instinctive understanding of the nature of the obligation.<br \/>A familial geas can be broken only by a successful save on the part of the next successor, remove curse (if cast by someone two caster levels higher than the familial geas), miracle, or wish.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"You allow another creature to gain a full night's sleep, uninterrupted by nightmares.\nIf you attempt to cancel the nightmares imposed by an outside source, such as a curse or another spellcaster, you must make a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the nightmares' source.","short_description":"You allow another creature to gain a full night's sleep, uninterrupted by nightmares.","material_components":"0","name":"Restful Slumber","level":"","full_text":"<div><p><h5>Restful Slumber<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You allow another creature to gain a full night&#39;s sleep, uninterrupted by nightmares.<br \/>If you attempt to cancel the nightmares imposed by an outside source, such as a curse or another spellcaster, you must make a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the nightmares&#39; source.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Illusion","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration + 3 rounds","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"Yes","description":"The target's greatest desire appears before her in illusory form for all to see.\nInteraction with the image allows a Will save to disbelieve.\nMany casters use this spell simply to learn the subject's greatest desire, not caring whether the illusion deceives the subject.","short_description":"The target's greatest desire appears before her in illusory form for all to see.","material_components":"0","name":"Manifest Desire","level":"","full_text":"<div><p><h5>Manifest Desire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target&#39;s greatest desire appears before her in illusory form for all to see.<br \/>Interaction with the image allows a Will save to disbelieve.<br \/>Many casters use this spell simply to learn the subject&#39;s greatest desire, not caring whether the illusion deceives the subject.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Illusion","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration + 3 rounds","saving_throw":"Will partial or disbelief (if interacted with)","spell_resistance":"Yes","description":"The target's greatest fear appears before him in illusory formfor all to see.\nSo long as the nightmare remains manifest and in the subject's proximity, he must make a Will save every round or become panicked.\nSuccess on this save indicates that the subject is only shaken that round.\nThis save is repeated every round for the spell's duration, until and unless the subject makes a successful save to disbelieve the illusion.\nIn order to disbelieve the illusion, the subject must first force himself to interact with it, to determine that it might be false.\nMany casters use this spell simply to learn the nature of the subject's greatest fear, not caring whether the illusion actually causes the subject to panic.","short_description":"The target's greatest fear appears before him in illusory formfor all to see.","material_components":"0","name":"Manifest Nightmare","level":"","full_text":"<div><p><h5>Manifest Nightmare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial or disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target&#39;s greatest fear appears before him in illusory formfor all to see.<br \/>So long as the nightmare remains manifest and in the subject&#39;s proximity, he must make a Will save every round or become panicked.<br \/>Success on this save indicates that the subject is only shaken that round.<br \/>This save is repeated every round for the spell&#39;s duration, until and unless the subject makes a successful save to disbelieve the illusion.<br \/>In order to disbelieve the illusion, the subject must first force himself to interact with it, to determine that it might be false.<br \/>Many casters use this spell simply to learn the nature of the subject&#39;s greatest fear, not caring whether the illusion actually causes the subject to panic.<\/p><\/p>Reference: Heroes of Horror<\/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 living creature to start, possibly more; see text","effect":"","area":"","duration":"See below","saving_throw":"Will half, and see text","spell_resistance":"Yes","description":"The target of this spell takes 2d10 points of Charisma drain (Will half). If he makes his saving throw, the spell has no further effect. If he fails, however, the chain continues. The next time he touches a friend, loved one, or ally, that individual takes the same damage: 2d10 points of Charisma drain, or half with a successful save. If this second victim fails the save, she then becomes the host for the spell, and the effect continues with the first friend or ally that she touches. This effect continues until the chain is broken by a successful save or until it has affected a number of people equal to the spell's caster level.\n\nFocus: The umbilical cord of a stillborn child.\n\nCorruption Cost: 2d4 points of Charisma damage.","short_description":"The target of this spell takes 2d10 points of Charisma drain (Will half).","material_components":"0","name":"Chain of Sorrow","level":"","full_text":"<div><p><h5>Chain of Sorrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See below<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half, and see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target of this spell takes 2d10 points of Charisma drain (Will half). If he makes his saving throw, the spell has no further effect. If he fails, however, the chain continues. The next time he touches a friend, loved one, or ally, that individual takes the same damage: 2d10 points of Charisma drain, or half with a successful save. If this second victim fails the save, she then becomes the host for the spell, and the effect continues with the first friend or ally that she touches. This effect continues until the chain is broken by a successful save or until it has affected a number of people equal to the spell&#39;s caster level.<\/p>\n\n\t<p>Focus: The umbilical cord of a stillborn child.<\/p>\n\n\t<p>Corruption Cost: 2d4 points of Charisma damage.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As harm (see page 239 of the Player's Handbook), except as noted above and in that this spell deals 1d12 points of damage per caster level, to a maximum of 20d12 at 20th level.","short_description":"As harm (see page 239 of the Player's Handbook), except as noted above and in that this spell deals 1...","material_components":"0","name":"Harm, Greater","level":"Cleric 7 \/ Dread Necromancer 7","full_text":"<div><p><h5>Harm, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Dread Necromancer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>As harm (see page 239 of the Player&#39;s Handbook), except as noted above and in that this spell deals 1d12 points of damage per caster level, to a maximum of 20d12 at 20th level.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"20 ft.","target":"All creatures except the caster in the area","effect":"","area":"20-ft.-radius burst centered on caster","duration":"","saving_throw":"","spell_resistance":"","description":"As greater harm, except as noted above.","short_description":"As greater harm, except as noted above.","material_components":"0","name":"Harm, Mass","level":"Dread Necromancer 9","full_text":"<div><p><h5>Harm, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Dread Necromancer 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><\/table><p>\t<p>As greater harm, except as noted above.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, AF","casting_time":"1 standard action; see text","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"By casting imprison soul, you place the subject's soul in a receptacle, such as a gem, ring, or some other miniscule object, leaving her body lifeless.\nWhile trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed.\nThe rituals to prepare the receptacle require three days.\nDestroying or opening the receptacle ends the spell, releasing the soul.\nTo cast the spell, you must know the name of the target.\nThe receptacle must be within spell range and you must know where it is.\nMaterial Component: A portion of the target's body (a fingernail, a strand of hair, or some other small part).\nFocus: A Tiny or smaller object to be the receptacle for the subject's soul.\nNote: This updated version of this spell supersedes earlier published descriptions.","short_description":"By casting imprison soul, you place the subject's soul in a receptacle, such as a gem, ring, or some ...","material_components":"0","name":"Imprison Soul","level":"Cleric 9 \/ Dread Necromancer 9","full_text":"<div><p><h5>Imprison Soul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Dread Necromancer 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By casting imprison soul, you place the subject&#39;s soul in a receptacle, such as a gem, ring, or some other miniscule object, leaving her body lifeless.<br \/>While trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed.<br \/>The rituals to prepare the receptacle require three days.<br \/>Destroying or opening the receptacle ends the spell, releasing the soul.<br \/>To cast the spell, you must know the name of the target.<br \/>The receptacle must be within spell range and you must know where it is.<br \/>Material Component: A portion of the target&#39;s body (a fingernail, a strand of hair, or some other small part).<br \/>Focus: A Tiny or smaller object to be the receptacle for the subject&#39;s soul.<br \/>Note: This updated version of this spell supersedes earlier published descriptions.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","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":"By means of this spell, you wrap yourself in a pulsating nimbus of netherlight--the mystical aggregate of all your unresolved frustration and rage.\nAnyone foolish enough to attack you while this nimbus is\nin effect is in for a most unpleasant surprise.\nEach time you are the target of an attack, you gain increasingly greater power over your attacker.\nFirst, this spell generates a cumulative +1 bonus to all attack rolls and to damage against that foe each and every time it strikes you, up to a maximum bonus equal to your level.\nSecond, you gain the ability to overcome any damage reduction your opponent might have, as though you possessed the necessary alignment or weapon materials.\nLast but not least, you gain a cumulative dam age reduction of your own, equal to 1\/- each time your opponent strikes you, up to a maximum benefit of DR 15\/-.\nIf you are fighting multiple opponents, you must keep track of how many times each one has struck you in order to determine the benefits this spell grants you against each.\nA mantle of pure spite provides its benefits even at range, so a wizard launching harmful spells at you from what she thinks is a safe distance will still kindle the mantle of pure spite's nimbus and experience its spiteful reprisals.\nMaterial Component: A smidgen of your spit.","short_description":"By means of this spell, you wrap yourself in a pulsating nimbus of netherlight--the mystical aggregat...","material_components":"0","name":"Mantle of Pure Spite","level":"","full_text":"<div><p><h5>Mantle of Pure Spite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell, you wrap yourself in a pulsating nimbus of netherlight&#8212;the mystical aggregate of all your unresolved frustration and rage.<br \/>Anyone foolish enough to attack you while this nimbus is<br \/>in effect is in for a most unpleasant surprise.<br \/>Each time you are the target of an attack, you gain increasingly greater power over your attacker.<br \/>First, this spell generates a cumulative +1 bonus to all attack rolls and to damage against that foe each and every time it strikes you, up to a maximum bonus equal to your level.<br \/>Second, you gain the ability to overcome any damage reduction your opponent might have, as though you possessed the necessary alignment or weapon materials.<br \/>Last but not least, you gain a cumulative dam age reduction of your own, equal to 1\/- each time your opponent strikes you, up to a maximum benefit of DR 15\/-.<br \/>If you are fighting multiple opponents, you must keep track of how many times each one has struck you in order to determine the benefits this spell grants you against each.<br \/>A mantle of pure spite provides its benefits even at range, so a wizard launching harmful spells at you from what she thinks is a safe distance will still kindle the mantle of pure spite&#39;s nimbus and experience its spiteful reprisals.<br \/>Material Component: A smidgen of your spit.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"See below","saving_throw":"None","spell_resistance":"Yes","description":"Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell.\nIt extends the reach of the geas beyond death.\nIf the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest.\nThe nature of the undead creature is determined by the caster level of this spell, as per create undead (see page 215 of the Player's Handbook).\nOnce the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.\nMaterial Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.","short_description":"Oath of blood functions only when cast on a creature that has recently been subject to a geas or simi...","material_components":"0","name":"Oath of Blood","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Oath of Blood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See below<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell.<br \/>It extends the reach of the geas beyond death.<br \/>If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest.<br \/>The nature of the undead creature is determined by the caster level of this spell, as per create undead (see page 215 of the Player&#39;s Handbook).<br \/>Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.<br \/>Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"This spell allows you to establish the conditions whereby you will be brought back to life upon your death.\nWhen you cast pact of return, you must state either a specific creature or a set of specific circumstances that you expect will be responsible for your death at some point within the spell's duration.\nIf you name a creature, that creature does not have to deal the deathblow to trigger the release of the spell, but it must play an active part in your demise.\nIf you name a set of circumstances, those circumstances must be reasonably specific or the spell will fail, leaving you well and truly dead.\nAn acceptable set of circumstances would be, I expect energy draining to play a pivotal role in my demise, whereas an unacceptable set would be, I expect to die from loss of hit points.\nThe DM decides whether the terms are acceptable.\nWhether the subject of your demise is a specific person or a specific source, you must die (that is, reach -10 hit points or lower) for the spell to take effect.\nIf you do, and the circumstances of your demise are similar enough to those described when you cast the spell (DM's discretion), you are instantly resurrected (see page 272 of the Player's Handbook) with no level loss.\nYou can have more than one pact of return active at the same time, each one to be triggered by a different foe or set of circumstances, but you must keep track of the total time that has elapsed for each.\nA pact of return that has not yet taken effect is still a magical effect (and a powerful necromantic one, at that), which can be dispelled by one who detects its presence.","short_description":"This spell allows you to establish the conditions whereby you will be brought back to life upon your ...","material_components":"0","name":"Pact of Return","level":"Cleric 7","full_text":"<div><p><h5>Pact of Return<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to establish the conditions whereby you will be brought back to life upon your death.<br \/>When you cast pact of return, you must state either a specific creature or a set of specific circumstances that you expect will be responsible for your death at some point within the spell&#39;s duration.<br \/>If you name a creature, that creature does not have to deal the deathblow to trigger the release of the spell, but it must play an active part in your demise.<br \/>If you name a set of circumstances, those circumstances must be reasonably specific or the spell will fail, leaving you well and truly dead.<br \/>An acceptable set of circumstances would be, &quot;I expect energy draining to play a pivotal role in my demise&quot;, whereas an unacceptable set would be, &quot;I expect to die from loss of hit points&quot;.<br \/>The DM decides whether the terms are acceptable.<br \/>Whether the subject of your demise is a specific person or a specific source, you must die (that is, reach -10 hit points or lower) for the spell to take effect.<br \/>If you do, and the circumstances of your demise are similar enough to those described when you cast the spell (DM&#39;s discretion), you are instantly resurrected (see page 272 of the Player&#39;s Handbook) with no level loss.<br \/>You can have more than one pact of return active at the same time, each one to be triggered by a different foe or set of circumstances, but you must keep track of the total time that has elapsed for each.<br \/>A pact of return that has not yet taken effect is still a magical effect (and a powerful necromantic one, at that), which can be dispelled by one who detects its presence.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more corpses within range","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell unleashes great necromantic power, raising a host of undead creatures.\nPlague of undead turns the bones or bodies of dead creatures within the spell's range into undead skeletons or zombies with maximum hit points for their Hit Dice.\nThe undead remain animated until destroyed.\n(A destroyed skeleton or zombie can't be animated again).\nRegardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can't create more HD of undead than four times your caster level.\nThe undead you create remain under your control indefinitely and follow your spoken commands.\nHowever, no matter how many times you use this spell or animate dead (see page 198 of the Player's Handbook), you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit.\nIf you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled.\nAnytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.\nThe bones and bodies required for this spell follow the same restrictions as animate dead.\nAll the material to be animated by this spell must be within range when the spell is cast.\nMaterial Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.","short_description":"This spell unleashes great necromantic power, raising a host of undead creatures.","material_components":"0","name":"Plague of Undead","level":"Cleric 9 \/ Dread Necromancer 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Plague of Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Dread Necromancer 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell unleashes great necromantic power, raising a host of undead creatures.<br \/>Plague of undead turns the bones or bodies of dead creatures within the spell&#39;s range into undead skeletons or zombies with maximum hit points for their Hit Dice.<br \/>The undead remain animated until destroyed.<br \/>(A destroyed skeleton or zombie can&#39;t be animated again).<br \/>Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can&#39;t create more HD of undead than four times your caster level.<br \/>The undead you create remain under your control indefinitely and follow your spoken commands.<br \/>However, no matter how many times you use this spell or animate dead (see page 198 of the Player&#39;s Handbook), you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit.<br \/>If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled.<br \/>Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.<br \/>The bones and bodies required for this spell follow the same restrictions as animate dead.<br \/>All the material to be animated by this spell must be within range when the spell is cast.<br \/>Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates or Will partial; see text","spell_resistance":"Special","description":"To invoke this spell, you speak the name of an offense that your target has committed.\nThen you speak the inevitable doom that will fall upon her as a result of her transgression.\n(The target need neither understand nor even hear this pronouncement).\nAn affected target takes a -4 penalty on attack rolls, damage rolls, saving throws, and checks for the duration of the spell.\nIf the offense you named was committed against you personally (although not necessarily against you alone), the target also has a 50% chance of losing all actions on her turn for the duration of the spell.\nThe spell's power can be more difficult to resist, depending on who suffered from the offense specified by the casting.\nIf you were personally affected by the offense (in the DM's judgment), then the target can only hope to reduce the deleterious effects of the spell by half on a successful Will save.\nYou receive a +4 bonus on your caster level check to overcome the spell resistance of any creature whose crime affected you personally.\nA successful save in these circumstances results in the target taking a -2 penalty on attack rolls, damage rolls, saving throws, and checks.\nIn addition, she has a 25% chance to lose all her actions for the duration of the spell.\nAny target whose offense did not affect you personally gets her full spell resistance, and a successful Will save negates the effects of the pronouncement of fate.","short_description":"To invoke this spell, you speak the name of an offense that your target has committed.","material_components":"0","name":"Pronouncement of Fate","level":"Cleric 4","full_text":"<div><p><h5>Pronouncement of Fate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Special<br\/><\/td><\/tr><\/table><p>\t<p>To invoke this spell, you speak the name of an offense that your target has committed.<br \/>Then you speak the inevitable doom that will fall upon her as a result of her transgression.<br \/>(The target need neither understand nor even hear this pronouncement).<br \/>An affected target takes a -4 penalty on attack rolls, damage rolls, saving throws, and checks for the duration of the spell.<br \/>If the offense you named was committed against you personally (although not necessarily against you alone), the target also has a 50% chance of losing all actions on her turn for the duration of the spell.<br \/>The spell&#39;s power can be more difficult to resist, depending on who suffered from the offense specified by the casting.<br \/>If you were personally affected by the offense (in the DM&#39;s judgment), then the target can only hope to reduce the deleterious effects of the spell by half on a successful Will save.<br \/>You receive a +4 bonus on your caster level check to overcome the spell resistance of any creature whose crime affected you personally.<br \/>A successful save in these circumstances results in the target taking a -2 penalty on attack rolls, damage rolls, saving throws, and checks.<br \/>In addition, she has a 25% chance to lose all her actions for the duration of the spell.<br \/>Any target whose offense did not affect you personally gets her full spell resistance, and a successful Will save negates the effects of the pronouncement of fate.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1d6+2 rounds","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell allows you to wrap a single target in death's embrace, making him both feel and appear dead for the duration of the spell.\nYou must be able to touch the target, and the target must have a Wisdom score, but otherwise the spell can affect any creature, including intelligent undead.\nYou must succeed on a melee touch attack to affect unwilling targets, and those who fail their saving throws immediately fall to the ground as though dead.\nAll vital functions (if any) are suspended; subjects of this spell do not breathe, pump blood, or otherwise indicate in any way that they still live.\nAny physical harm done to someone in this state immediately grants another saving throw to awaken from the artificial torpor.\nMaterial Component: A pinch of ash from a cremated body of any kind.","short_description":"This spell allows you to wrap a single target in death's embrace, making him both feel and appear dea...","material_components":"0","name":"Rigor Mortis","level":"Cleric 2 \/ Death Delver 2","full_text":"<div><p><h5>Rigor Mortis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Death Delver 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d6+2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to wrap a single target in death&#39;s embrace, making him both feel and appear dead for the duration of the spell.<br \/>You must be able to touch the target, and the target must have a Wisdom score, but otherwise the spell can affect any creature, including intelligent undead.<br \/>You must succeed on a melee touch attack to affect unwilling targets, and those who fail their saving throws immediately fall to the ground as though dead.<br \/>All vital functions (if any) are suspended; subjects of this spell do not breathe, pump blood, or otherwise indicate in any way that they still live.<br \/>Any physical harm done to someone in this state immediately grants another saving throw to awaken from the artificial torpor.<br \/>Material Component: A pinch of ash from a cremated body of any kind.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"If wounded, you can cast this spell and touch a living creature.\nThe target takes damage equal to your wounds at the rate of 1 point of damage per your caster level, or the amount needed to bring you up to your maximum hit points, whichever is less.\nAt the same time, you heal that much damage, as if a cure spell had been cast on you.\nMaterial Component: A small eye agate worth at least 10 gp.","short_description":"If wounded, you can cast this spell and touch a living creature.","material_components":"0","name":"Bestow Wound","level":"Dread Necromancer 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Bestow Wound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Dread Necromancer 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>If wounded, you can cast this spell and touch a living creature.<br \/>The target takes damage equal to your wounds at the rate of 1 point of damage per your caster level, or the amount needed to bring you up to your maximum hit points, whichever is less.<br \/>At the same time, you heal that much damage, as if a cure spell had been cast on you.<br \/>Material Component: A small eye agate worth at least 10 gp.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"This unsettling spell enables you to make deadly weapons of your own arteries and veins.\nOnce the spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it from you.\nFrom then on, until the spell's duration has elapsed, anyone who deals slashing or piercing melee damage on you is sprayed with your blood in retribution.\nThe blood deals a cumulative 1d6 points of damage per attack upon your attacker, with no save or spell resistance applicable, up to a maximum of 5d6.\nThus, the first time a foe hits you with a slashing or piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash.\nThe second time that same foe strikes you, he takes 2d6 points of damage.\nAs soon as any single foe has taken 5d6 points of damage in a single spray from your corrosive blood, the spell ends.\nOpponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.\nThe arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent squares or parties, no matter how close together they might be.\nEach spray strikes only the one responsible for the wound.\nMaterial Component: A drop of your own blood.","short_description":"This unsettling spell enables you to make deadly weapons of your own arteries and veins.","material_components":"0","name":"Fire In the Blood","level":"Cleric 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Fire In the Blood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This unsettling spell enables you to make deadly weapons of your own arteries and veins.<br \/>Once the spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it from you.<br \/>From then on, until the spell&#39;s duration has elapsed, anyone who deals slashing or piercing melee damage on you is sprayed with your blood in retribution.<br \/>The blood deals a cumulative 1d6 points of damage per attack upon your attacker, with no save or spell resistance applicable, up to a maximum of 5d6.<br \/>Thus, the first time a foe hits you with a slashing or piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash.<br \/>The second time that same foe strikes you, he takes 2d6 points of damage.<br \/>As soon as any single foe has taken 5d6 points of damage in a single spray from your corrosive blood, the spell ends.<br \/>Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.<br \/>The arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent squares or parties, no matter how close together they might be.<br \/>Each spray strikes only the one responsible for the wound.<br \/>Material Component: A drop of your own blood.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature with a familiar or other empathically linked animal companion","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell strengthens the bond between master and familiar. For the duration of the spell, any damage or magical effect (charm, energy drain, etc.) taken by the master is also taken by the familiar, and vice  versa. If the effect allows a save, both master and familiar roll their saves separately.\n\nThis spell can be cast on either the master or the familiar.\n\nCorruption Cost: 1d6 points of Charisma damage.","short_description":"This spell strengthens the bond between master and familiar.","material_components":"0","name":"Master's Lament","level":"","full_text":"<div><p><h5>Master's Lament<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell strengthens the bond between master and familiar. For the duration of the spell, any damage or magical effect (charm, energy drain, etc.) taken by the master is also taken by the familiar, and vice  versa. If the effect allows a save, both master and familiar roll their saves separately.<\/p>\n\n\t<p>This spell can be cast on either the master or the familiar.<\/p>\n\n\t<p>Corruption Cost: 1d6 points of Charisma damage.<\/p><\/p>Reference: Heroes of Horror<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +9 bonus at 16th level).\nThis armor bonus applies only against incorporeal touch attacks.\nAll other attacks ignore the armor bonus from ectoplasmic armor.","short_description":"You gain a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you ...","material_components":"0","name":"Ectoplasmic Armor","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Ectoplasmic Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +9 bonus at 16th level).<br \/>This armor bonus applies only against incorporeal touch attacks.<br \/>All other attacks ignore the armor bonus from ectoplasmic armor.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"A sheath of energy that reacts to incorporeal touch attacks protects you.\nAny creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +10).\nIf the attacker has spell resistance, it applies to this effect.","short_description":"A sheath of energy that reacts to incorporeal touch attacks protects you.","material_components":"0","name":"Ectoplasmic Feedback","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ectoplasmic Feedback<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>A sheath of energy that reacts to incorporeal touch attacks protects you.<br \/>Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +10).<br \/>If the attacker has spell resistance, it applies to this effect.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You are surrounded by a field of energy that negates incorporealness.\nThe radius of the field is 5 feet per caster level.\nAll incorporeal creatures in this field become corporeal.\nCreatures cannot turn ethereal while in this area, and ethereal creatures cannot become nonethereal while in this field.","short_description":"You are surrounded by a field of energy that negates incorporealness.","material_components":"0","name":"Ghost Trap","level":"Cleric 6 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Ghost Trap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You are surrounded by a field of energy that negates incorporealness.<br \/>The radius of the field is 5 feet per caster level.<br \/>All incorporeal creatures in this field become corporeal.<br \/>Creatures cannot turn ethereal while in this area, and ethereal creatures cannot become nonethereal while in this field.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains partial protection against negative energy effects.\nSubtract 10 from the hit point damage dealt by any negative energy effect (such as inflict spells) that affects the warded creature.\nNegative energy effects that don't directly deal hit point damage (such as energy drain) affect the target normally.","short_description":"The warded creature gains partial protection against negative energy effects.","material_components":"0","name":"Protection from Negative Energy","level":"Cleric 3","full_text":"<div><p><h5>Protection from Negative Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains partial protection against negative energy effects.<br \/>Subtract 10 from the hit point damage dealt by any negative energy effect (such as inflict spells) that affects the warded creature.<br \/>Negative energy effects that don&#39;t directly deal hit point damage (such as energy drain) affect the target normally.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Undead creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains partial protection against positive energy effects.\nSubtract 10 from the hit point damage dealt by any positive energy effect (such as cure spells) that affects the warded creature.\nPositive energy effects that wouldn't deal hit point damage to the target (such as turning attempts) affect the target normally.","short_description":"The warded creature gains partial protection against positive energy effects.","material_components":"0","name":"Protection from Positive Energy","level":"Cleric 3","full_text":"<div><p><h5>Protection from Positive Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains partial protection against positive energy effects.<br \/>Subtract 10 from the hit point damage dealt by any positive energy effect (such as cure spells) that affects the warded creature.<br \/>Positive energy effects that wouldn&#39;t deal hit point damage to the target (such as turning attempts) affect the target normally.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains immunity to fatigue, exhaustion, and ability damage or drain (regardless of the source).","short_description":"The subject gains immunity to fatigue, exhaustion, and ability damage or drain (regardless of the sou...","material_components":"0","name":"Sheltered Vitality","level":"Cleric 3 \/ Druid 4","full_text":"<div><p><h5>Sheltered Vitality<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains immunity to fatigue, exhaustion, and ability damage or drain (regardless of the source).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A bloodstar","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You create a magical construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of your range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position).\nThe bloodstar pulses with ruby light (providing illumination in a 20-foot radius).\nIt has hardness 10 and 20 hit points.\nAny creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw.\nOn a failed save, the victim takes 1 point of Constitution damage.\nEach time a victim or victims are damaged, a new save is allowed.\nThe blood appears to stream from the wound to the pulsing bloodstar.\nMaterial Component: A ruby worth at least 30 gp.","short_description":"You create a magical construct called a bloodstar that shoots from your hand and hovers in the air an...","material_components":"0","name":"Bloodstar","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Bloodstar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A bloodstar<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a magical construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of your range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position).<br \/>The bloodstar pulses with ruby light (providing illumination in a 20-foot radius).<br \/>It has hardness 10 and 20 hit points.<br \/>Any creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw.<br \/>On a failed save, the victim takes 1 point of Constitution damage.<br \/>Each time a victim or victims are damaged, a new save is allowed.<br \/>The blood appears to stream from the wound to the pulsing bloodstar.<br \/>Material Component: A ruby worth at least 30 gp.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 minute","range":"Unlimited","target":"","effect":"Magical sensor","area":"","duration":"Concentration + 5 rounds, up to 1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You summon four fiendish dire bats blazing with ghoul-green light.\nSimilar information-gathering servitors always accompany Doresain, the King of the Ghouls.\nThe bats, called eyes of the king, send you visual information.\nYou can summon the eyes of the king at any point you can see, but they can then travel outside your line of sight without hindrance.\nEven while outside your line of sight, they follow your mental directions on where to explore.\nThe eyes of the king travel together, never separating by more than 40 feet.\nEyes of the king travel at 40 feet per round (400 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead.\nThey use their own senses to view their surroundings, including blindsense, which you also benefit from.\nThe eyes of the king can travel in any direction as long as the spell lasts.\nYou must concentrate to use eyes of the king.\nIf you do not concentrate, the bats move to attack the closest active creature.\nOnce concentration lapses, the spell ends 5 rounds later.\nMaterial Component: A bit of bat fur.","short_description":"You summon four fiendish dire bats blazing with ghoul-green light.","material_components":"0","name":"Eyes of the King","level":"","full_text":"<div><p><h5>Eyes of the King<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 5 rounds, up to 1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon four fiendish dire bats blazing with ghoul-green light.<br \/>Similar information-gathering servitors always accompany Doresain, the King of the Ghouls.<br \/>The bats, called eyes of the king, send you visual information.<br \/>You can summon the eyes of the king at any point you can see, but they can then travel outside your line of sight without hindrance.<br \/>Even while outside your line of sight, they follow your mental directions on where to explore.<br \/>The eyes of the king travel together, never separating by more than 40 feet.<br \/>Eyes of the king travel at 40 feet per round (400 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead.<br \/>They use their own senses to view their surroundings, including blindsense, which you also benefit from.<br \/>The eyes of the king can travel in any direction as long as the spell lasts.<br \/>You must concentrate to use eyes of the king.<br \/>If you do not concentrate, the bats move to attack the closest active creature.<br \/>Once concentration lapses, the spell ends 5 rounds later.<br \/>Material Component: A bit of bat fur.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like restoration (see page 272 of Player's Handbook), except as listed above.\nMaterial Component: Diamond dust worth 100 gp that is tossed into the air.","short_description":"This spell functions like restoration (see page 272 of Player's Handbook), except as listed above.","material_components":"0","name":"Restoration, Mass","level":"Cleric 8","full_text":"<div><p><h5>Restoration, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like restoration (see page 272 of Player&#39;s Handbook), except as listed above.<br \/>Material Component: Diamond dust worth 100 gp that is tossed into the air.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell functions like summon monster I, except that you summon an undead creature.\nSummon undead I conjures one of the creatures from the 1st-level list on the Summon Undead table.\nYou choose which creature to summon, and you can change that choice each time you cast the spell.\nSummoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities.\nFocus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.","short_description":"This spell functions like summon monster I, except that you summon an undead creature.","material_components":"0","name":"Summon Undead I","level":"Blackguard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Summon Undead I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon monster I, except that you summon an undead creature.<br \/>Summon undead I conjures one of the creatures from the 1st-level list on the Summon Undead table.<br \/>You choose which creature to summon, and you can change that choice each time you cast the spell.<br \/>Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities.<br \/>Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 2nd-level l...","material_components":"0","name":"Summon Undead II","level":"Blackguard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Summon Undead II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 3rd-level l...","material_components":"0","name":"Summon Undead III","level":"Blackguard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Summon Undead III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 4th-level l...","material_components":"0","name":"Summon Undead IV","level":"Blackguard 4 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Undead IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 5th-level l...","material_components":"0","name":"Summon Undead V","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Summon Undead V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Swordlike column of gnashing teeth","area":"","duration":"1 min.\/level (D)","saving_throw":"Will partial","spell_resistance":"Yes","description":"A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor.\nYou make melee touch attacks with this blade of pain and fear.\nThe blade deals 1d6 points of damage +1 point per two caster levels (maximum +10).\nYour Strength modifier does not apply to the damage.\nA creature that you successfully deal damage to must also make a saving throw or become frightened.","short_description":"A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanti...","material_components":"0","name":"Blade of Pain and Fear","level":"Assassin 2 \/ Blackguard 1 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Blade of Pain and Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Blackguard 1 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Swordlike column of gnashing teeth<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor.<br \/>You make melee touch attacks with this blade of pain and fear.<br \/>The blade deals 1d6 points of damage +1 point per two caster levels (maximum +10).<br \/>Your Strength modifier does not apply to the damage.<br \/>A creature that you successfully deal damage to must also make a saving throw or become frightened.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"See text","saving_throw":"Fortitude partial and Reflex negates; see text","spell_resistance":"Yes","description":"You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood vessels through its skin.\nYou must succeed on a ranged touch attack to touch the subject.\nIf the touch attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round.\nOn a successful Fortitude saving throw, the subject is not stunned.\nThe purged blood vessels are magically animate, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them.\nThe avascular mass instantaneously erupts from the target, and must be anchored on last least two opposed points--\nsuch as floor and ceiling or opposite walls--or else the mass collapses and has no effect.\nCreatures caught within a 20-foot-radius avascular mass become entangled.\nThe original target of the spell is automatically entangled.\nAn entangled creature takes a -2 penalty on attack rolls, a -\n4 penalty to effective Dexterity, and can't move.\nAn entangled character who attempts to cast a spell must make a Concentration check or lose the spell.\nBecause the avascular mass is magically animate, and gradually tightens on those it holds, the Concentration check DC is 30.\nAnyone within 20 feet of the primary target when the spell is cast must make a Reflex save.\nIf this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving may be a problem (see below).\nIf the save fails, the creature is stuck.\nA stuck creature can break loose by spending 1 round and succeeding on a DC 25 Strength check or a DC 30 Escape Artist check.\nOnce loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature may progress through the writhing blood vessels very slowly.\nEach round devoted to moving allows the creature to make a new Strength check or Escape Artist check.\nThe creature moves 5 feet for each full 5 points by which the check result exceeds 10.\nIf you have at least 5 feet of avascular mass between you and an opponent, it provides cover.\nIf you have at least 20 feet of avascular mass between you, it provides total cover.\nWhen the secondary duration elapses, the blood vessel mass becomes only so much limp, decaying tissue.","short_description":"You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck...","material_components":"0","name":"Avascular Mass","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Avascular Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial and Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood vessels through its skin.<br \/>You must succeed on a ranged touch attack to touch the subject.<br \/>If the touch attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round.<br \/>On a successful Fortitude saving throw, the subject is not stunned.<br \/>The purged blood vessels are magically animate, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them.<br \/>The avascular mass instantaneously erupts from the target, and must be anchored on last least two opposed points&#8212;<br \/>such as floor and ceiling or opposite walls&#8212;or else the mass collapses and has no effect.<br \/>Creatures caught within a 20-foot-radius avascular mass become entangled.<br \/>The original target of the spell is automatically entangled.<br \/>An entangled creature takes a -2 penalty on attack rolls, a &#8211; 4 penalty to effective Dexterity, and can&#39;t move.<br \/>An entangled character who attempts to cast a spell must make a Concentration check or lose the spell.<br \/>Because the avascular mass is magically animate, and gradually tightens on those it holds, the Concentration check DC is 30.<br \/>Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save.<br \/>If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving may be a problem (see below).<br \/>If the save fails, the creature is stuck.<br \/>A stuck creature can break loose by spending 1 round and succeeding on a DC 25 Strength check or a DC 30 Escape Artist check.<br \/>Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature may progress through the writhing blood vessels very slowly.<br \/>Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check.<br \/>The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br \/>If you have at least 5 feet of avascular mass between you and an opponent, it provides cover.<br \/>If you have at least 20 feet of avascular mass between you, it provides total cover.<br \/>When the secondary duration elapses, the blood vessel mass becomes only so much limp, decaying tissue.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin.\nYou must succeed on a ranged touch attack to affect the subject.\nIf successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round.\nOn a successful Fortitude saving throw, the subject is not stunned.","short_description":"You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck...","material_components":"0","name":"Avasculate","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Avasculate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin.<br \/>You must succeed on a ranged touch attack to affect the subject.<br \/>If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round.<br \/>On a successful Fortitude saving throw, the subject is not stunned.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, XP","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"All mindless undead within a circle 25 ft. in radius + 5 ft.\/2 levels","effect":"","area":"","duration":"Permanent (D)","saving_throw":"None (harmless)","spell_resistance":"Yes (harmless)","description":"This spell grants intelligence to mindless undead such as skeletons and zombies.\nUndead with Intelligence scores are unaffected.\nMindless undead within the radius gain Intelligence 4+1d6.\nUndead cannot gain more intelligence than typical of their original kind.\nA skeletal dog simply has Intelligence 2, while a skeletal orc makes the die roll but can't have more than Intelligence 8.\nUndead do not regain any skills or feats they had in life.\nUndead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless your DM specifies otherwise) and will don armor and take up weapons while obeying your commands.\nA zombie fighter can wear any armor and wield any simple or martial weapon, while a zombie warhorse can wear any armor.\nUndead also regain any extraordinary abilities they had in life, such as poison or scent.\nAwakened undead gain a +2 profane bonus on their Will saving throws to resist control undead.\nAwakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).\nMaterial Component: A humanoid fingerbone.\nXP Cost: 200 XP.","short_description":"This spell grants intelligence to mindless undead such as skeletons and zombies.","material_components":"0","name":"Awaken Undead","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Awaken Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants intelligence to mindless undead such as skeletons and zombies.<br \/>Undead with Intelligence scores are unaffected.<br \/>Mindless undead within the radius gain Intelligence 4+1d6.<br \/>Undead cannot gain more intelligence than typical of their original kind.<br \/>A skeletal dog simply has Intelligence 2, while a skeletal orc makes the die roll but can&#39;t have more than Intelligence 8.<br \/>Undead do not regain any skills or feats they had in life.<br \/>Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless your DM specifies otherwise) and will don armor and take up weapons while obeying your commands.<br \/>A zombie fighter can wear any armor and wield any simple or martial weapon, while a zombie warhorse can wear any armor.<br \/>Undead also regain any extraordinary abilities they had in life, such as poison or scent.<br \/>Awakened undead gain a +2 profane bonus on their Will saving throws to resist control undead.<br \/>Awakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).<br \/>Material Component: A humanoid fingerbone.<br \/>XP Cost: 200 XP.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"Living creature whose size does not exceed caster's","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"On your successful melee touch attack, a target that fails its saving throw is subject to being swallowed whole.\nTo the observer, it appears as if your maw suddenly opens many times its normal size, after which the victim is engulfed.\nYour maw immediately returns to its natural size.\nOf the victim, there is no visible sign--the swallowed subject exists in a temporary stomach dimension.\nThe swallowed victim takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round while in the stomach dimension.\nA swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC 21).\nA creature that successfully exits appears to cut its way free from thin air, appearing in a space adjacent to the caster.\nEach time you cast this spell, you create a separate temporary stomach dimension.","short_description":"On your successful melee touch attack, a target that fails its saving throw is subject to being swall...","material_components":"0","name":"Bite of the King","level":"","full_text":"<div><p><h5>Bite of the King<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>On your successful melee touch attack, a target that fails its saving throw is subject to being swallowed whole.<br \/>To the observer, it appears as if your maw suddenly opens many times its normal size, after which the victim is engulfed.<br \/>Your maw immediately returns to its natural size.<br \/>Of the victim, there is no visible sign&#8212;the swallowed subject exists in a temporary &quot;stomach&quot; dimension.<br \/>The swallowed victim takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round while in the stomach dimension.<br \/>A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC 21).<br \/>A creature that successfully exits appears to cut its way free from thin air, appearing in a space adjacent to the caster.<br \/>Each time you cast this spell, you create a separate temporary stomach dimension.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A pale ray erupts from your pointing finger.\nYou must succeed on a ranged touch attack with the ray to affect a target.\nThe target takes 1d10 points of cold damage.\nThis damage increases to 2d10 at caster level 4, 3d10 at caster level 7th, and 4d10 at caster level 10th.","short_description":"A pale ray erupts from your pointing finger.","material_components":"0","name":"Chill of the Grave","level":"","full_text":"<div><p><h5>Chill of the Grave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A pale ray erupts from your pointing finger.<br \/>You must succeed on a ranged touch attack with the ray to affect a target.<br \/>The target takes 1d10 points of cold damage.<br \/>This damage increases to 2d10 at caster level 4, 3d10 at caster level 7th, and 4d10 at caster level 10th.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Magical force grips the subject's heart (or similar vital organ) and begins crushing it.\nThe victim reacts as if having a heart attack (it is paralyzed) and takes 1d3 points of damage per round.\nConcentration is required to maintain the spell each round.\nA conscious victim gains a new saving throw each round to end the spell.\nIf the victim dies as a result of this spell, its smoking heart appears in the caster's hand.","short_description":"Magical force grips the subject's heart (or similar vital organ) and begins crushing it.","material_components":"0","name":"Clutch of Orcus","level":"Cleric 3","full_text":"<div><p><h5>Clutch of Orcus<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Magical force grips the subject&#39;s heart (or similar vital organ) and begins crushing it.<br \/>The victim reacts as if having a heart attack (it is paralyzed) and takes 1d3 points of damage per round.<br \/>Concentration is required to maintain the spell each round.<br \/>A conscious victim gains a new saving throw each round to end the spell.<br \/>If the victim dies as a result of this spell, its smoking heart appears in the caster&#39;s hand.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"30-ft.-radius spherical emanation, centered on you","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own power.\nUpon casting this spell, you radiate a consumptive death field.\nAll creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points per death caused by this spell and +2 Strength until the spell's duration expires.\nAdditionally, your effective caster level goes up by 1 per death caused by this spell, to a maximum of 1\/2 your original caster level, improving spell effects that are dependent on caster level.\n(This increase in effective caster level does not grant you access to more spells).\nCreatures that fall to -1 hit points or lower in the area after the spell is cast are likewise subject to its effect.\nNo creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.","short_description":"You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your ow...","material_components":"0","name":"Consumptive Field","level":"Cleric 4","full_text":"<div><p><h5>Consumptive Field<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own power.<br \/>Upon casting this spell, you radiate a consumptive death field.<br \/>All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points per death caused by this spell and +2 Strength until the spell&#39;s duration expires.<br \/>Additionally, your effective caster level goes up by 1 per death caused by this spell, to a maximum of 1\/2 your original caster level, improving spell effects that are dependent on caster level.<br \/>(This increase in effective caster level does not grant you access to more spells).<br \/>Creatures that fall to -1 hit points or lower in the area after the spell is cast are likewise subject to its effect.<br \/>No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer that fail their saving throw die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.","short_description":"This spell functions like consumptive field, except that the field affects all creatures in the area ...","material_components":"0","name":"Consumptive Field, Greater","level":"Cleric 7","full_text":"<div><p><h5>Consumptive Field, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer that fail their saving throw die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like death ward (see page 217 of the Player's Handbook), except as noted above.","short_description":"This spell functions like death ward (see page 217 of the Player's Handbook), except as noted above.","material_components":"0","name":"Death Ward, Mass","level":"Cleric 8 \/ Druid 9","full_text":"<div><p><h5>Death Ward, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like death ward (see page 217 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates; see text","spell_resistance":"","description":"This spell functions like enervation (see page 226 of Player's Handbook), except the creature struck gains negative levels over an extended period.\nYou point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes.\nYou must make a ranged touch attack to hit.\nIf the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as her life force slowly bleeds away.\nThe drain can only be stopped by a successful Heal check (DC 23) or the application of a heal, restoration or greater restoration spell.\nIf the black needle strikes an undead creature, that creature gains 4d4x5 temporary hit points that last for up to 1 hour.","short_description":"This spell functions like enervation (see page 226 of Player's Handbook), except the creature struck ...","material_components":"0","name":"Energy Ebb","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Energy Ebb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like enervation (see page 226 of Player&#39;s Handbook), except the creature struck gains negative levels over an extended period.<br \/>You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes.<br \/>You must make a ranged touch attack to hit.<br \/>If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as her life force slowly bleeds away.<br \/>The drain can only be stopped by a successful Heal check (DC 23) or the application of a heal, restoration or greater restoration spell.<br \/>If the black needle strikes an undead creature, that creature gains 4d4&#215;5 temporary hit points that last for up to 1 hour.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"30-ft.-radius spherical emanation, centered on you","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls.\nUpon casting this spell, you radiate a necroconsumptive death field.\nAll creatures in the area with fewer than 0 hit points that fail their saving throws die, and immediately rise as ghouls under your control.\nThe ghouls follow you, or can remain where formed and attack any creature (or just a specific kind of creature) the ghoul notices.\nThe ghouls remain until they are destroyed.\nThe ghouls that you create remain under your control indefinitely.\nNo matter how many ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control).\nIf you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released).\nIf you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.\nCreatures that fall to -1 hit points or fewer in the area after the spell is cast are likewise subject to its effect.\nNo creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over them.","short_description":"You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls...","material_components":"0","name":"Field of Ghouls","level":"","full_text":"<div><p><h5>Field of Ghouls<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls.<br \/>Upon casting this spell, you radiate a necroconsumptive death field.<br \/>All creatures in the area with fewer than 0 hit points that fail their saving throws die, and immediately rise as ghouls under your control.<br \/>The ghouls follow you, or can remain where formed and attack any creature (or just a specific kind of creature) the ghoul notices.<br \/>The ghouls remain until they are destroyed.<br \/>The ghouls that you create remain under your control indefinitely.<br \/>No matter how many ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control).<br \/>If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released).<br \/>If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.<br \/>Creatures that fall to -1 hit points or fewer in the area after the spell is cast are likewise subject to its effect.<br \/>No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over them.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.\nThe transformation process begins at the limb or extremity (usually the hand or arm) touched.\nThe victim takes 3d6 points of damage per round while the body slowly dies as it is transformed into a ghoul's cold, undying flesh.\nWhen the victim reaches 0 hit points, she becomes a ghoul, body and mind.\nIf the victim fails her initial saving throw, cure disease, dispel magic, heal, limited wish, miracle,Mordenkainen's disjunction,\nremove curse, wish, or greater restoration negates the gradual change.\nHealing spells may temporarily prolong the process by increasing the victim's hit points, but the transformation continues unabated.\nThe ghoul that you create remains under your control indefinitely.\nNo matter howmany ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control).\nIf you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released).\nIf you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.","short_description":"Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.","material_components":"0","name":"Ghoul Gauntlet","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Ghoul Gauntlet<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.<br \/>The transformation process begins at the limb or extremity (usually the hand or arm) touched.<br \/>The victim takes 3d6 points of damage per round while the body slowly dies as it is transformed into a ghoul&#39;s cold, undying flesh.<br \/>When the victim reaches 0 hit points, she becomes a ghoul, body and mind.<br \/>If the victim fails her initial saving throw, cure disease, dispel magic, heal, limited wish, miracle,Mordenkainen&#39;s disjunction,<br \/>remove curse, wish, or greater restoration negates the gradual change.<br \/>Healing spells may temporarily prolong the process by increasing the victim&#39;s hit points, but the transformation continues unabated.<br \/>The ghoul that you create remains under your control indefinitely.<br \/>No matter howmany ghouls you generate with this spell, however, you can control only 2 HD worth of undead creatures per caster level (this includes undead from all sources under your control).<br \/>If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released).<br \/>If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/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 partial","spell_resistance":"Yes","description":"A green ray stabs from your pointing finger.\nYou must succeed on a ranged touch attack with the ray to affect a target.\nA subject that is successfully targeted must make a Fortitude save or be paralyzed for the duration of the spell.\nA subject of the ray that succeeds on its Fortitude save is instead sickened.\nA neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.\nMaterial Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.","short_description":"A green ray stabs from your pointing finger.","material_components":"0","name":"Ghoul Gesture","level":"","full_text":"<div><p><h5>Ghoul Gesture<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A green ray stabs from your pointing finger.<br \/>You must succeed on a ranged touch attack with the ray to affect a target.<br \/>A subject that is successfully targeted must make a Fortitude save or be paralyzed for the duration of the spell.<br \/>A subject of the ray that succeeds on its Fortitude save is instead sickened.<br \/>A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.<br \/>Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul&#39;s lair.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"One ghoul glyph that must fit within a 1-ft. square","area":"","duration":"Permanent until discharged","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters, passes, or opens the warded area.\nYou can scribe the glyph to be visible as faintly glowing lines, or invisible.\nYou can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.\nConditions for triggering a ghoul glyph are stringent.\nIt takes effect on any creature except yourself that moves to or within 2 feet of it.\nIt affects invisible creatures normally but is not triggered by those that travel past it ethereally.\nOnly a single ghoul glyph can be inscribed in a 5-foot square.\nGhoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.\nMislead and nondetection can fool a ghoul glyph.\nRead magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated.\nA rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it.\nThe DC in each case is 27.\nWhen a glyph is activated, the subject is paralyzed for 1d6+2 rounds.\nAdditionally, if the subject fails his Fortitude save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius.\nThose in the radius must make a Fortitude save or take a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.\nMaterial Component: You trace the glyph with earth from a ghoul's lair.","short_description":"You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters, passes,...","material_components":"0","name":"Ghoul Glyph","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Ghoul Glyph<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One ghoul glyph that must fit within a 1-ft. square<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters, passes, or opens the warded area.<br \/>You can scribe the glyph to be visible as faintly glowing lines, or invisible.<br \/>You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.<br \/>Conditions for triggering a ghoul glyph are stringent.<br \/>It takes effect on any creature except yourself that moves to or within 2 feet of it.<br \/>It affects invisible creatures normally but is not triggered by those that travel past it ethereally.<br \/>Only a single ghoul glyph can be inscribed in a 5-foot square.<br \/>Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.<br \/>Mislead and nondetection can fool a ghoul glyph.<br \/>Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated.<br \/>A rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it.<br \/>The DC in each case is 27.<br \/>When a glyph is activated, the subject is paralyzed for 1d6+2 rounds.<br \/>Additionally, if the subject fails his Fortitude save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius.<br \/>Those in the radius must make a Fortitude save or take a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.<br \/>Material Component: You trace the glyph with earth from a ghoul&#39;s lair.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"Magical, heatless green flame","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch.\nThe effect looks like a regular flame, except for its green hue, but it creates no heat and doesn't use oxygen.\nGhoul light can be covered and hidden, but not smothered or quenched.\nAll undead within 30 feet of a source of ghoul light gain +1 turn resistance.\nMultiple ghoul light sources do not stack.\nDarkness spells of 2nd level or lower can counter ghoul light.\nMaterial Component: A bit of rendered fat.","short_description":"A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touc...","material_components":"0","name":"Ghoul Light","level":"","full_text":"<div><p><h5>Ghoul Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical, heatless green flame<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch.<br \/>The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn&#39;t use oxygen.<br \/>Ghoul light can be covered and hidden, but not smothered or quenched.<br \/>All undead within 30 feet of a source of ghoul light gain +1 turn resistance.<br \/>Multiple ghoul light sources do not stack.<br \/>Darkness spells of 2nd level or lower can counter ghoul light.<br \/>Material Component: A bit of rendered fat.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Undead creatures within a 40-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Haunt shift translates corporeal and incorporeal undead into haunting presences (see page 6).\nThe spell converts 1d4 HD worth of undead creatures per caster level (maximum 20d4).\nUndead creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the burst's point of origin are affected first.\nNo creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.\nMaterial Component: A pinch of powdered skull.","short_description":"Haunt shift translates corporeal and incorporeal undead into haunting presences (see page 6).","material_components":"0","name":"Haunt Shift","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Haunt Shift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Haunt shift translates corporeal and incorporeal undead into haunting presences (see page 6).<br \/>The spell converts 1d4 HD worth of undead creatures per caster level (maximum 20d4).<br \/>Undead creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the burst&#39;s point of origin are affected first.<br \/>No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.<br \/>Material Component: A pinch of powdered skull.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One incorporeal undead\/level","effect":"","area":"","duration":"24 hours","saving_throw":"None","spell_resistance":"No","description":"The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance.\nEach of these enhancements doubles for every five caster levels, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls and +8 to turn resistance.","short_description":"The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a...","material_components":"0","name":"Incorporeal Enhancement","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Incorporeal Enhancement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance.<br \/>Each of these enhancements doubles for every five caster levels, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls and +8 to turn resistance.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Incorporeal or gaseous creatures within a 50-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them\ninstantly.\nThe spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4).\nUsually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as well as other incorporeal creatures.\nCreatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first.\nNo creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.","short_description":"A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroyi...","material_components":"0","name":"Incorporeal Nova","level":"Cleric 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Incorporeal Nova<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them<br \/>instantly.<br \/>The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4).<br \/>Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as well as other incorporeal creatures.<br \/>Creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first.<br \/>No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You draw upon the powers of unlife to give yourself abilities similar to those of a vampire.\nYou become gaunt and pale with feral, red eyes, and you gain the following supernatural abilities.\n* enervation (as a melee touch attack)\n* vampiric touch (as a melee touch attack)\n* charm person\n* gaseous form (self only)\n* damage reduction 10\/magic While you are using this spell, inflict spells heal you and cure spells hurt you.\nYou are treated as if you were undead for the purpose of all spells and effects.\nA successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric's Cha modifier) or be panicked (or cowering) for 10 rounds.\nA turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric's Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.\nAny charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.\nMaterial Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.","short_description":"You draw upon the powers of unlife to give yourself abilities similar to those of a vampire.","material_components":"0","name":"Kiss of the Vampire","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Kiss of the Vampire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You draw upon the powers of unlife to give yourself abilities similar to those of a vampire.<br \/>You become gaunt and pale with feral, red eyes, and you gain the following supernatural abilities.\n\t<ul>\n\t\t<li>enervation (as a melee touch attack)<\/li>\n\t\t<li>vampiric touch (as a melee touch attack)<\/li>\n\t\t<li>charm person<\/li>\n\t\t<li>gaseous form (self only)<\/li>\n\t\t<li>damage reduction 10\/magic While you are using this spell, inflict spells heal you and cure spells hurt you.<\/li>\n\t<\/ul><br \/>You are treated as if you were undead for the purpose of all spells and effects.<br \/>A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric&#39;s Cha modifier) or be panicked (or cowering) for 10 rounds.<br \/>A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric&#39;s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.<br \/>Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.<br \/>Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of creatures who bear a necrotic cyst (see spell of the same name).\nThe amount of information revealed depends on how long you remain within range of a creature that triggers your cyst awareness: 1st Round: Presence or absence of creatures with necrotic cysts.\n2nd Round:Number of creatures bearing necrotic cysts in the area.\n3rd Round: The location of each creature bearing a necrotic cyst.\nIf a cyst-bearer is outside your line of sight, then you discern its direction but not its exact location.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You can sense the presence of creatures who bear a necrotic cyst (see spell of the same name).","material_components":"0","name":"Necrotic Awareness","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Necrotic Awareness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the presence of creatures who bear a necrotic cyst (see spell of the same name).<br \/>The amount of information revealed depends on how long you remain within range of a creature that triggers your cyst awareness: 1st Round: Presence or absence of creatures with necrotic cysts.<br \/>2nd Round:Number of creatures bearing necrotic cysts in the area.<br \/>3rd Round: The location of each creature bearing a necrotic cyst.<br \/>If a cyst-bearer is outside your line of sight, then you discern its direction but not its exact location.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Living creature with necrotic cyst","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pulse and swell.\nThis agitation of the necrotic cyst tears living tissue and expands the size of the cyst, dealing massive internal damage to the subject.\nThe subject takes 1d6 points of damage per level (maximum 10d6), and half the damage is considered vile damage (introduced in Book of Vile Darkness) because the cyst expands to envelop the newly necrotized tissue.\nThe cyst is reduced to its original size when the vile damage is healed.\nVile damage can only be healed by magic cast within the area of a consecrate or hallow spell (or an area naturally consecrated or hallowed).\nPoints of vile damage represent such an evil violation to a character's body or soul that only in a holy place, with holy magic, can the damage be repaired.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pul...","material_components":"0","name":"Necrotic Bloat","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Necrotic Bloat<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pulse and swell.<br \/>This agitation of the necrotic cyst tears living tissue and expands the size of the cyst, dealing massive internal damage to the subject.<br \/>The subject takes 1d6 points of damage per level (maximum 10d6), and half the damage is considered vile damage (introduced in Book of Vile Darkness) because the cyst expands to envelop the newly necrotized tissue.<br \/>The cyst is reduced to its original size when the vile damage is healed.<br \/>Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell (or an area naturally consecrated or hallowed).<br \/>Points of vile damage represent such an evil violation to a character&#39;s body or soul that only in a holy place, with holy magic, can the damage be repaired.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Living creature with necrotic cyst","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject's body tissue.\nIf the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat).\nThe subject's cyst-derived saving throw penalty against effects from the school of necromancy applies.\nIf the subject fails her saving throw, the cyst expands beyond control, killing the subject.\nOn the round following the subject's death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120).\nThe skulking cyst is formed fromthe naked organs of the subject (usually the intestines, but also including a mass of blood vessels, the odd bone or two, and sometimes even half the lolling head).\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to exp...","material_components":"0","name":"Necrotic Burst","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Necrotic Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject&#39;s body tissue.<br \/>If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat).<br \/>The subject&#39;s cyst-derived saving throw penalty against effects from the school of necromancy applies.<br \/>If the subject fails her saving throw, the cyst expands beyond control, killing the subject.<br \/>On the round following the subject&#39;s death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120).<br \/>The skulking cyst is formed fromthe naked organs of the subject (usually the intestines, but also including a mass of blood vessels, the odd bone or two, and sometimes even half the lolling head).<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/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","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject develops an internal spherical sac that contains fluid or semisolid necrotic flesh.\nThe internal cyst is noticeable as a slight bulge on the subject's arm, abdomen, or face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious--the subject may not realize what was implanted within her.\nFrom now on, undead foes and necromantic magic are particularly debilitating to the subject--the cyst enables a sympathetic response between free-roaming external undead and itself.\nWhenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a -2 penalty.\nWhenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points of damage.\nVictims who possess necrotic cysts may elect to have some well-meaning chirurgeon remove them surgically.\nThe procedure is a bloody, painful process that incapacitates the subject for 1 hour on a successful DC 20 Heal check, and kills the subject with an unsuccessful Heal check.\nThe procedure takes 1 hour, and the chirurgeon can't take 20 on the check.\nProtection from evil or a similar spell prevents the necrotic cyst from forming.\nOnce a necrotic cyst is implanted, spells that manipulate the cyst and its bearer are no longer thwarted by protection from evil.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"The subject develops an internal spherical sac that contains fluid or semisolid necrotic flesh.","material_components":"0","name":"Necrotic Cyst","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Necrotic Cyst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject develops an internal spherical sac that contains fluid or semisolid necrotic flesh.<br \/>The internal cyst is noticeable as a slight bulge on the subject&#39;s arm, abdomen, or face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious&#8212;the subject may not realize what was implanted within her.<br \/>From now on, undead foes and necromantic magic are particularly debilitating to the subject&#8212;the cyst enables a sympathetic response between free-roaming external undead and itself.<br \/>Whenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a -2 penalty.<br \/>Whenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points of damage.<br \/>Victims who possess necrotic cysts may elect to have some well-meaning chirurgeon remove them surgically.<br \/>The procedure is a bloody, painful process that incapacitates the subject for 1 hour on a successful DC 20 Heal check, and kills the subject with an unsuccessful Heal check.<br \/>The procedure takes 1 hour, and the chirurgeon can&#39;t take 20 on the check.<br \/>Protection from evil or a similar spell prevents the necrotic cyst from forming.<br \/>Once a necrotic cyst is implanted, spells that manipulate the cyst and its bearer are no longer thwarted by protection from evil.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"","range":"","target":"Living creature with necrotic cyst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dominate person (see page 224 of the Player's Handbook), except you can dominate any humanoid that harbors a necrotic cyst.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"This spell functions like dominate person (see page 224 of the Player's Handbook), except you can dom...","material_components":"0","name":"Necrotic Domination","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Necrotic Domination<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dominate person (see page 224 of the Player&#39;s Handbook), except you can dominate any humanoid that harbors a necrotic cyst.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You call upon the mother cyst that your body hosts, drawing from it strength, vigor, speed, and vicious certainty.\nWhile the spell is in effect, you gain a +8 enhancement bonus to Dexterity, Intelligence, and Wisdom, a +8 natural armor bonus to Armor Class as your skin briefly crusts and hardens, a +5 competence bonus on Fortitude saves, and 100 temporary hit points.\nWhile the empowerment lasts, you are unable to cast any other mother cyst feat-enabled spell.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You call upon the mother cyst that your body hosts, drawing from it strength, vigor, speed, and vicio...","material_components":"0","name":"Necrotic Empowerment","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Necrotic Empowerment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You call upon the mother cyst that your body hosts, drawing from it strength, vigor, speed, and vicious certainty.<br \/>While the spell is in effect, you gain a +8 enhancement bonus to Dexterity, Intelligence, and Wisdom, a +8 natural armor bonus to Armor Class as your skin briefly crusts and hardens, a +5 competence bonus on Fortitude saves, and 100 temporary hit points.<br \/>While the empowerment lasts, you are unable to cast any other mother cyst feat-enabled spell.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Living creature with necrotic cyst and all creatures in 20 ft. radius spread","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject's body tissue, harming both the subject (and nearby creatures if the subject fails his save).\nIf the subject succeeds on his saving throw, he takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat).\nThe subject's cyst-derived saving throw penalty against effects from the school of necromancy applies.\nIf the subject fails his saving throw, the cyst expands beyond control, killing the subject.\nAll creatures within 20 feet of the subject take 1d6 points of damage per level (maximum 15d6; Reflex half), and half the damage taken is considered vile damage.\nAll creatures in range that take this secondary damage are also exposed to the effect of the base necrotic cyst spell.\nOn the round following the subject's death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120).\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to exp...","material_components":"0","name":"Necrotic Eruption","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Necrotic Eruption<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject&#39;s body tissue, harming both the subject (and nearby creatures if the subject fails his save).<br \/>If the subject succeeds on his saving throw, he takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat).<br \/>The subject&#39;s cyst-derived saving throw penalty against effects from the school of necromancy applies.<br \/>If the subject fails his saving throw, the cyst expands beyond control, killing the subject.<br \/>All creatures within 20 feet of the subject take 1d6 points of damage per level (maximum 15d6; Reflex half), and half the damage taken is considered vile damage.<br \/>All creatures in range that take this secondary damage are also exposed to the effect of the base necrotic cyst spell.<br \/>On the round following the subject&#39;s death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120).<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Unlimited","target":"","effect":"Cyst-bearer serves as magical sensor","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can concentrate upon a specific individual who you believe to bear a necrotic cyst (see spell of the same name), and hear or see (your choice) almost as if you were there.\nDistance is not a factor, but the spell fails if the individual no longer bears the cyst or if the cyst bearer is no longer on the plane of existence you are currently occupying.\nIf the chosen locale is magically dark, you see nothing.\nIf it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect.\nLead sheeting or magical protection (such as antimagic field,\nmind blank, or nondetection) blocks the spell, and you sense that the spell is so blocked.\nYou may cast the following spells through necrotic scrying: comprehend languages,magic mouth,message, read magic,\ntongues, and darkvision.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You can concentrate upon a specific individual who you believe to bear a necrotic cyst (see spell of ...","material_components":"0","name":"Necrotic Scrying","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Necrotic Scrying<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cyst-bearer serves as magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can concentrate upon a specific individual who you believe to bear a necrotic cyst (see spell of the same name), and hear or see (your choice) almost as if you were there.<br \/>Distance is not a factor, but the spell fails if the individual no longer bears the cyst or if the cyst bearer is no longer on the plane of existence you are currently occupying.<br \/>If the chosen locale is magically dark, you see nothing.<br \/>If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell&#39;s effect.<br \/>Lead sheeting or magical protection (such as antimagic field,<br \/>mind blank, or nondetection) blocks the spell, and you sense that the spell is so blocked.<br \/>You may cast the following spells through necrotic scrying: comprehend languages,magic mouth,message, read magic,<br \/>tongues, and darkvision.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF, XP","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Living creature with necrotic cyst","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to physically and spiritually enlarge itself at the expense of the subject's body and soul.\nIf the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 25d6), and half the damage is considered vile damage (see necrotic bloat).\nThe subject's cyst-derived saving throw penalty against effects from the school of necromancy applies.\nIf the subject fails her saving throw, the cyst expands beyond control, killing the subject and digesting her soul.\nRaise dead, resurrection, true resurrection, wish, and miracle cannot return life to the subject once her soul is digested--\nshe is gone forever.\nOn the round following the subject's death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120).\nFocus: Caster must possess a mother cyst (see page 28).\nXP Cost: 1,000 XP.","short_description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to phy...","material_components":"0","name":"Necrotic Termination","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Necrotic Termination<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to physically and spiritually enlarge itself at the expense of the subject&#39;s body and soul.<br \/>If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 25d6), and half the damage is considered vile damage (see necrotic bloat).<br \/>The subject&#39;s cyst-derived saving throw penalty against effects from the school of necromancy applies.<br \/>If the subject fails her saving throw, the cyst expands beyond control, killing the subject and digesting her soul.<br \/>Raise dead, resurrection, true resurrection, wish, and miracle cannot return life to the subject once her soul is digested&#8212;<br \/>she is gone forever.<br \/>On the round following the subject&#39;s death, the cyst exits the flesh of the slain subject as a free-willed undead called a skulking cyst (see page 120).<br \/>Focus: Caster must possess a mother cyst (see page 28).<br \/>XP Cost: 1,000 XP.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Living creature with necrotic cyst","effect":"","area":"","duration":"One day\/level or permanent","saving_throw":"Fortitude partial","spell_resistance":"No","description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to envelop a portion of the victim's brain.\nIf the subject succeeds on his saving throw (the subject's cyst-derived saving throw penalty against effects from the school of necromancy applies), you may still influence him by suggesting a course of activity (limited to a sentence or\ntwo).\nThe instruction must be worded in such a manner as to make the activity sound reasonable.\nAsking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the instruction.\nThe instructed course of activity can continue for the entire duration.\nIf the instructed activity can be completed in a shorter time, the instruction ends when the subject finishes what he was asked to do.\nYou can instead specify conditions that trigger a special activity during the duration.\nIf the condition is not met before the spell expires, the activity is not performed.\nIf the subject fails his saving throw, the cyst envelops a larger portion of the subject's higher brain, and you gain complete control of the actions of the subject permanently.\nYou do not know what the subject is experiencing and share no special link with him.\nIf a common language is shared, you can force the subject to perform as you desire, within the limits of his abilities.\nIf no common language is shared, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still.\nA subject may resist this control, but the presence of his necrotic tumor on his brain stem ensures their loyalty.\nProtection from evil or a similar spell does not protect the subject from following your commands--the tumor is already inside him.\nFocus: Caster must possess a mother cyst (see page 28).","short_description":"You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to env...","material_components":"0","name":"Necrotic Tumor","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Necrotic Tumor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level or permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to envelop a portion of the victim&#39;s brain.<br \/>If the subject succeeds on his saving throw (the subject&#39;s cyst-derived saving throw penalty against effects from the school of necromancy applies), you may still influence him by suggesting a course of activity (limited to a sentence or<br \/>two).<br \/>The instruction must be worded in such a manner as to make the activity sound reasonable.<br \/>Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the instruction.<br \/>The instructed course of activity can continue for the entire duration.<br \/>If the instructed activity can be completed in a shorter time, the instruction ends when the subject finishes what he was asked to do.<br \/>You can instead specify conditions that trigger a special activity during the duration.<br \/>If the condition is not met before the spell expires, the activity is not performed.<br \/>If the subject fails his saving throw, the cyst envelops a larger portion of the subject&#39;s higher brain, and you gain complete control of the actions of the subject permanently.<br \/>You do not know what the subject is experiencing and share no special link with him.<br \/>If a common language is shared, you can force the subject to perform as you desire, within the limits of his abilities.<br \/>If no common language is shared, you can communicate only basic commands, such as &quot;Come here&quot;, &quot;Go there&quot;, &quot;Fight&quot;, and &quot;Stand still&quot;.<br \/>A subject may resist this control, but the presence of his necrotic tumor on his brain stem ensures their loyalty.<br \/>Protection from evil or a similar spell does not protect the subject from following your commands&#8212;the tumor is already inside him.<br \/>Focus: Caster must possess a mother cyst (see page 28).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature.\nYour touch deals 1d6 points of damage per caster level (max 15d6), and 1d6+2 points of Constitution damage.\n(A successful Fortitude saving throw negates the Constitution damage).\nThe spell has a special effect on an undead creature.\nAn undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.","short_description":"A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a li...","material_components":"0","name":"Night's Caress","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Night's Caress<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature.<br \/>Your touch deals 1d6 points of damage per caster level (max 15d6), and 1d6+2 points of Constitution damage.<br \/>(A successful Fortitude saving throw negates the Constitution damage).<br \/>The spell has a special effect on an undead creature.<br \/>An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more corpses within range","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell unleashes great necromantic power, raising a host of undead creatures.\nThis spell turns the bones or bodies of dead creatures within the spell's range into undead skeletons or zombies that follow your spoken commands.\nThe undead remain animated until destroyed (a destroyed skeleton or zombie can't be animated again).\nRegardless of the specific numbers or kinds of undead created with this spell, you can't create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.\nThe undead you create remain under your control indefinitely.\nNo matter how many times you use this spell or animate dead, however, you can only control 4 HD worth of undead creatures per caster level.\nThe limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit.\nIf you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled.\nAny time that this causes you to release only part of the undead that you control through this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.\nThe bones and bodies required for this spell follow the same restrictions as animate dead (see page 199 of the Player's Handbook ).\nAll of the bones and bodies to be animated by this spell must be within range when the spell is cast.\nMaterial Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.","short_description":"This spell unleashes great necromantic power, raising a host of undead creatures.","material_components":"0","name":"Plague of Undead","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Plague of Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell unleashes great necromantic power, raising a host of undead creatures.<br \/>This spell turns the bones or bodies of dead creatures within the spell&#39;s range into undead skeletons or zombies that follow your spoken commands.<br \/>The undead remain animated until destroyed (a destroyed skeleton or zombie can&#39;t be animated again).<br \/>Regardless of the specific numbers or kinds of undead created with this spell, you can&#39;t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.<br \/>The undead you create remain under your control indefinitely.<br \/>No matter how many times you use this spell or animate dead, however, you can only control 4 HD worth of undead creatures per caster level.<br \/>The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit.<br \/>If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled.<br \/>Any time that this causes you to release only part of the undead that you control through this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.<br \/>The bones and bodies required for this spell follow the same restrictions as animate dead (see page 199 of the Player&#39;s Handbook ).<br \/>All of the bones and bodies to be animated by this spell must be within range when the spell is cast.<br \/>Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Destroyed undead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons that can't normally be reanimated once destroyed).\nYou can revive a destroyed undead that has been inactive for up to one day per caster level.\nIn addition, the subject's animating spirit must be free and willing to return.\nIf the subject's animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.\nRevive undead heals hit point damage up to a total of 1 hit point per Hit Die to an undead.\nThe body of the undead to be revived must be whole.\nOtherwise, missing parts are still missing when the creature is reanimated.\nNone of the dead creature's equipment or possessions are affected in any way by this spell.\nAn undead that has been turned to dust by a turning effect can't be revived by this spell (because only dust remains of the undead).\nThe subject of the spell loses one level or HD (if it doesn't have a character class level, it loses a HD) when it is revived.\nThis level loss cannot be repaired by any spell.\nIf the subject is 1st level, it loses 2 points of Charisma instead.\nAn undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level.\nA spellcasting undead that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.\nMaterial Component: A black pearl worth at least 500 gp.","short_description":"Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons ...","material_components":"0","name":"Revive Undead","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Revive Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons that can&#39;t normally be reanimated once destroyed).<br \/>You can revive a destroyed undead that has been inactive for up to one day per caster level.<br \/>In addition, the subject&#39;s animating spirit must be free and willing to return.<br \/>If the subject&#39;s animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.<br \/>Revive undead heals hit point damage up to a total of 1 hit point per Hit Die to an undead.<br \/>The body of the undead to be revived must be whole.<br \/>Otherwise, missing parts are still missing when the creature is reanimated.<br \/>None of the dead creature&#39;s equipment or possessions are affected in any way by this spell.<br \/>An undead that has been turned to dust by a turning effect can&#39;t be revived by this spell (because only dust remains of the undead).<br \/>The subject of the spell loses one level or HD (if it doesn&#39;t have a character class level, it loses a HD) when it is revived.<br \/>This level loss cannot be repaired by any spell.<br \/>If the subject is 1st level, it loses 2 points of Charisma instead.<br \/>An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level.<br \/>A spellcasting undead that doesn&#39;t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.<br \/>Material Component: A black pearl worth at least 500 gp.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Undead creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures.\nFor the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can't take Constitution damage) as if it were alive.\nIt loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects.\nHowever, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any).\n(The bonus doesn't apply to Fortitude saves against effects that also affect objects).\nIt must breathe, eat, and sleep just like a normal creature (though the last two aren't likely to come into play thanks to the spell's short duration).\nWhile it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it.\nAn undead creature affected by this spell retains all other traits.","short_description":"A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many ...","material_components":"0","name":"Spark of Life","level":"Cleric 7 \/ Druid 8","full_text":"<div><p><h5>Spark of Life<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures.<br \/>For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can&#39;t take Constitution damage) as if it were alive.<br \/>It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects.<br \/>However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any).<br \/>(The bonus doesn&#39;t apply to Fortitude saves against effects that also affect objects).<br \/>It must breathe, eat, and sleep just like a normal creature (though the last two aren&#39;t likely to come into play thanks to the spell&#39;s short duration).<br \/>While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it.<br \/>An undead creature affected by this spell retains all other traits.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject does not rise as undead spawn should she perish from an undead's attack form that normally would turn her into a spawn (such as from ghoul fever).\nThis spell doesn't prevent the subject from perishing or provide anything other than insurance that the subject's body and spirit cannot be hijacked by an acquisitive undead creature.\nThe protection applies if the duration is still effect when the subject first dies; the spell need not linger in its effect over the period immediately prior to a spawn's rise.\nThis spell cannot be cast on the body of a subject already killed by a spawn-creating undead.","short_description":"The subject does not rise as undead spawn should she perish from an undead's attack form that normall...","material_components":"0","name":"Spawn Screen","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Spawn Screen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject does not rise as undead spawn should she perish from an undead&#39;s attack form that normally would turn her into a spawn (such as from ghoul fever).<br \/>This spell doesn&#39;t prevent the subject from perishing or provide anything other than insurance that the subject&#39;s body and spirit cannot be hijacked by an acquisitive undead creature.<br \/>The protection applies if the duration is still effect when the subject first dies; the spell need not linger in its effect over the period immediately prior to a spawn&#39;s rise.<br \/>This spell cannot be cast on the body of a subject already killed by a spawn-creating undead.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or creatures touched (up to one\/level)","effect":"","area":"","duration":"1 round\/level (D); see text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A touch from your hand, which crackles with black energy, weakens the life force of living creatures.\nEach touch channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points.\nBoth the negative level and the temporary hit points last for up to 1 hour.\nA target's successful Fortitude save negates the negative level and prevents you from gaining the temporary hit points.\nYou can use this melee touch attack once per round for a number of rounds equal to your level.\nAny charges of the spell not used by the time the duration expires are lost.\nAn undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save).\nTemporary hit points gained in this way last for up to 1 hour.","short_description":"A touch from your hand, which crackles with black energy, weakens the life force of living creatures....","material_components":"0","name":"Spectral Touch","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Spectral Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A touch from your hand, which crackles with black energy, weakens the life force of living creatures.<br \/>Each touch channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points.<br \/>Both the negative level and the temporary hit points last for up to 1 hour.<br \/>A target&#39;s successful Fortitude save negates the negative level and prevents you from gaining the temporary hit points.<br \/>You can use this melee touch attack once per round for a number of rounds equal to your level.<br \/>Any charges of the spell not used by the time the duration expires are lost.<br \/>An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save).<br \/>Temporary hit points gained in this way last for up to 1 hour.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"}],[],[],[],[],[],[],[],[]]