Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to your Armor Class equal to your Constitution modifier. 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":" Shield of Warding<\/h5><\/p> | Abjuration <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 3 \/ Paladin 2 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (object, harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t 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 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":" Dragon Ally<\/h5><\/p> | Conjuration (Summoning) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr> | Effect:<\/b> <\/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 <\/td><\/tr><\/table>\t 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. The dragons agree to help you and request your return payment together. 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":" Dragon Ally, Greater<\/h5><\/p> | Conjuration (Summoning) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 9 \/ Wizard 9 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr> | Effect:<\/b> <\/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 <\/td><\/tr><\/table>\t 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. The dragons agree to help you and request your return payment together. 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":" Dragon Ally, Lesser<\/h5><\/p> | Conjuration (Summoning) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, XP <\/td><\/tr> | Casting Time:<\/b> <\/td> | 10 minutes <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | One summoned dragon of up to 9 HD <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t This spell summons a dragon. You may ask the dragon to perform one task in exchange for a payment from you. 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). You must be able to communicate with the dragon to bargain for its services. 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. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 100 gp per HD of the summoned dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 1,000 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. 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). XP Cost: 100 XP. 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":" Phantasmal Thief<\/h5><\/p> | Conjuration (Creation) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 8 \/ Wizard 8 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | One object <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t An invisible force, not unlike an unseen servant, comes into being where the caster wishes. On the caster's turn, this force steals objects from others as she inaudibly directs it to (a free action). A phantasmal thief can only steal from creatures. It cannot break into locked chests or steal unattended objects. A phantasmal thief has a Hide modifier of +20 (useful against those who can see invisible creatures) and a Move Silently modifier of +20. If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing. Even objects in a bag of holding can be stolen. It can only steal objects, bring objects to the caster, or put them back where they came from. It can take no other actions. A phantasmal thief needs 1 round to steal an object and another round to bring it to the caster. A phantasmal thief can only hold one object at a time, and the object becomes invisible in its grasp. The thief cannot take an item if it is detected by the creature it's trying to steal from (with a Listen or Spot check). However, the thief can repeat the attempt in the next round. It cannot be harmed in any way, although it can be dispelled. A phantasmal thief can steal an object from a creature's hand by making a successful disarm attempt. It does this as if it had the Improved Disarm feat and a +20 Strength modifier. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster. 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":" Find the Gap<\/h5><\/p> | Divination <\/td><\/tr> | Level:<\/b> <\/td> | Assassin 3 \/ Paladin 3 \/ Ranger 3 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t You gain the ability to perceive weak points in your opponent's armor. Once 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. 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":" Entice Gift<\/h5><\/p> | Enchantment <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On 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. This spell allows you to act out of turn and accept the "gift" if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell is wasted. 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":" Hiss of Sleep<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t Hissing and whispering softly, you lull the targets into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). 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":" Maddening Whispers<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 8 \/ Wizard 8 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t Hissing and whispering softly, you stir feelings of confusion and madness in the targets'minds. You can choose to inflict one of the following conditions upon any creatures that fail their saving throws. Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. Panic: The subjects become panicked. If cornered, a panicked creature cowers. 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. Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone. 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":" Mesmerizing Glare<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mesmerized. Creatures that fail their saving throws gaze at your eyes, heedless of all else. Affected creatures are dazed. Any potential threat (such as an armed opponent moving behind the mesmerized creature) allows the creature a new saving throw. 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. A mesmerized creature'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":" Miser's Envy<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | Bard 2 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates and None (object) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes and No (object) <\/td><\/tr><\/table>\t When you cast this spell, you designate a target creature and a target object, both of which must be within the spell's range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). 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. 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":" Monstrous Thrall<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S, XP <\/td><\/tr> | Duration:<\/b> <\/td> | Permanent <\/td><\/tr><\/table>\t As dominate monster (see page 224 of the Player's Handbook), except the subject is permanently dominated if it fails its initial Will save. A subject ordered to take an action against its nature receives a Will save with a -4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. 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. 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":" Suppress Breath Weapon<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | Bard 3 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t 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.<\/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":" True Domination<\/h5><\/p> | Enchantment (Compulsion) <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t 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.<\/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":" Bolt of Glory<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | Ray <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You project a bolt of positive energy at a single creature. You must make a successful ranged touch attack to strike your target. The bolt deals 1d12 points of damage per two caster levels (maximum 7d12). 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). 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":" Crown of Glory<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | 120 ft. <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to Charisma for the duration of the spell. All 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. Any such creature that wants to take hostile action against you must succeed on a Will save to do so. 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's area, and it will not try to leave the area on its own. Creatures with 8 or more Hit Dice are not affected by this spell. When you speak, all listeners telepathically understand you, even if they do not understand your language. 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. 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":" Wingbind<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Reflex negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t A web of force surrounds the target, entangling it like a net. If the target fails its saving throw, it is entangled. Perhaps most important, the creature cannot use wings to fly—hence the common name of this spell. A creature flying with wings falls immediately if it is entangled by wingbind. An entangled creature can escape with a successful Escape Artist check against a DC equal to the saving throw DC of the spell. 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. Also like wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mordenkainen'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":" Aura of Terror<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr><\/table>\t You become surrounded by an aura of fear. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours. 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 \n\t\t- The radius of the area affected by the ability increases by 10 feet.<\/li>\n\t\t
- 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.<\/li>\n\t\t
- 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":"
Death Dragon<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 7 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Effect:<\/b> <\/td> | Dragon-shaped armor of energy and bones <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level (D) <\/td><\/tr><\/table>\t You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy. 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). 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. You can use your off hand to attack, incurring the standard two-weapon fighting penalties (see page 160 of the Player's Handbook). 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. 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. 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":" Enervating Breath<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 8 \/ Wizard 8 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t You can modify your breath weapon so that it is laced with negative energy. 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. The modification applies only to the breath produced as part of the casting. If the subject gains at least as many negative levels as it has Hit Dice, it dies. 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). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Negative levels stack. Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level. Ordinarily, 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. If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. 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":" Imperious Glare<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (see text) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t Directing your gaze toward the target creatures, you instill terror and awe in their hearts. The targets must make successful Will saves or cower. 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. 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":" Rebuking Breath<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t You imbue your breath weapon with negative energy that rebukes undead in its area. 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. 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":" Animate Breath<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t You imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath has the following characteristics. Type: Construct. Subtype: The same as yours, or the energy type of your breath weapon if you do not have a subtype. Size: One size smaller than you. Hit Dice: Equal to the number of dice of damage your breath weapon deals. The Hit Dice are 10-sided. Constructs also receive bonus hit points based on size: Diminutive, Tiny: — Small: 10 Medium: 20 Large: 30 Huge: 40 Gargantuan: 60 Colossal: 80 Speed: Varies by breath type: Acid: 20 ft., swim 90 ft. Cold: 30 ft. Electricity: Fly 100 ft. (perfect) Fire: 50 ft. Sonic: Fly 100 ft. (perfect) AC: The animated breath's natural armor bonus varies by size: Diminutive or Tiny: +2 Small or Medium: +3 Large: +4 Huge: +8 Gargantuan: +10 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. Attacks: The animated breath makes slam attacks according to its Hit Dice. 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. Diminutive: 1d2 Tiny: 1d3 Small: 1d4 Medium: 1d6 Large: 1d8 Huge: 2d6 Gargantuan: 2d8 For 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. Special Qualities: Creatures that hit the animated breath with natural weapons or unarmed attacks take energy damage as though hit by the breath's attack. 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. The breath is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or death from massive damage. Saves: The animated breath has no good saves. All of its save bonuses are 1\/3 of its Hit Dice plus the appropriate ability modifier. Abilities: The animated breath has no Constitution or Intelligence score. Its Wisdomand Charisma scores are both 1. Its Strength and Dexterity vary by size: Diminutive: Str 6, Dex 16 Tiny: Str 8, Dex 14 Small: Str 10, Dex 12 Medium: Str 12, Dex 10 Large: Str 16, Dex 10 Huge: Str 20, Dex 8 Gargantuan: Str 24, Dex 6 Alignment: Always neutral. An old brass dragon's animated breath has the following statistics: 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 —, Int —, Wis 1, Cha 1. An old red dragon's animated breath has the following statistics: 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 —, Int —, Wis 1, Cha 1. Casting the spell requires a standard action, which includes using your breath weapon. When you use your breath weapon, it immediately takes animate form and attacks. 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":" Blinding Breath<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t 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":" Breath Flare<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 1 \/ Wizard 1 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t If your breath weapon uses fire or electricity, it is suffused with bright light. 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. Sightless creatures are not affected by breath flare. 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":" Breath Weapon Admixture<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 8 \/ Wizard 8 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to add an equal amount of the energy you choose. 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. Even opposed types of energy, such as fire and cold, can be combined using this spell. The modification applies only to the breath produced as part of the casting. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. 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":" Breath Weapon Substitution<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. 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. The modification applies only to the breath produced as part of the casting. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. 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":" Burning Blood<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level <\/td><\/tr><\/table>\t Your blood becomes suffused with the same energy type that powers your breath weapon. (You must have a breath weapon that deals acid, cold, electricity, or fire damage to cast this spell). 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. The energy-charged blood deals a number of points of damage equal to your caster level. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. 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":" Cheat<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 1 \/ Sorcerer 1 \/ Wizard 1 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, AF <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level or until used <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance. This spell can only affect nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a roll is made to determine the outcome of the game, a character under the effect of this spell may demand a reroll and take the better of the two rolls. For example, Darkon is playing a game that he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost. Because Darkon is under the effect of a cheat spell, the player can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ). 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":" Deafening Breath<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 9 \/ Wizard 9 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t As breath weapon admixture, but you add sonic energy to your breath weapon. In addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath. 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":" Draconic Might<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Paladin 4 \/ Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Fortitude negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. 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":" Draconic Polymorph<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level (D) <\/td><\/tr><\/table>\t As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice. 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":" Dragon Breath<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level (D) <\/td><\/tr><\/table>\t You gain a breath weapon resembling that of a dragon. 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). 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. Once you make the selection of shape and energy type, it is fixed for the duration of the spell. Using your breath weapon is a standard action. 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). Targets in the area may attempt a Reflex save for half damage. You can use this breath weapon up to three times during the spell's duration (plus one additional use per two levels above 5th). After using this breath weapon, you can't use it again for 1d4+1 rounds. (Using this breath weapon has no effect on your ability to use other breath weapons you might have, and vice versa). You can't have more than one dragon breath spell active at the same time. Even 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. 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":" Dragonsight<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 5 \/ Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, AF <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level (D) <\/td><\/tr><\/table>\t You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in lowlight conditions and twice as well in normal light. (See the Dragon Sight sidebar, page 17). Your darkvision has a range of 10 feet per caster level. Your blindsense has a range of 5 feet per caster level. You do not need to make Spot or Listen checks to notice creatures within range of your blindsense. None of these effects stack with any low-light vision, darkvision, or blindsense you may already have. Focus: A dragon'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":" Dragonskin<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level <\/td><\/tr><\/table>\t Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. 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). Material Component: A dragon's scale. 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":" Earthbind<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 2 \/ Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level (D) <\/td><\/tr> | Saving Throw:<\/b> \/td> | Fortitude partial <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You hamper the subject creature's ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. If 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). This reduction can't bring the creature's fly speed down to less than 10 feet. 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":" Ethereal Breath<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function). Your breath weapon affects ethereal creatures as if they were material, and does not affect material creatures in its area. 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":" Fell the Greatest Foe<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Assassin 3 \/ Cleric 4 \/ Paladin 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Fortitude negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t The subject gains the ability to deal greater damage against Large or larger creatures. 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). Material Component: A dragon's claw or a giant'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":" Flight of the Dragon<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level (D) <\/td><\/tr><\/table>\t A pair of powerful draconic wings sprouts from your shoulders, granting you a fly speed of 100 feet (average). You can't carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle). In a day of normal flight, you can cover 120 miles. Material Component: A dragon's wing-claw. 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":" Lower Spell Resistance<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 4 \/ Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Fortitude negates (see text) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15). This reduction can't lower a target's spell resistance below 0. 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":" Magic Fang, Superior<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 5 \/ Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t 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":" Razorfangs<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t Choose one of your natural weapons that deals slashing or piercing damage (your bite or a single claw). That natural weapon's threat range doubles (in most cases, becoming 19-20). This spell does not stack with any other effects that increase a weapon's threat range. This 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.<\/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":" Scale Weakening<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | Ray <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t A dull gray ray projects from your hand. You must succeed on a ranged touch attack to strike a target. The 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). This 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). 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":" Sharptooth<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t Choose one of your natural weapons (your bite, a single claw, a wing, a crush, a tail slap, or a tail sweep). For the duration of the spell, that natural weapon deals damage as though you were one size larger than your actual size. You cannot gain additional attack forms (such as a tail slap) by using this spell; you can only improve attacks you already possess. This spell does not stack with itself. This 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.<\/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":" Stunning Breath<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t You imbue your damaging breath weapon with concussive force that can stun those caught in its area. 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. 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":" Stunning Breath, Greater<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t 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":" Voice of the Dragon<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 4 \/ Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level (D) <\/td><\/tr><\/table>\t You gain a +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate checks. You also gain the ability to speak and understand (but not read) Draconic. At 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). Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter. 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":" Vulnerability<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Assassin 4 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t This spell lowers the subject's damage reduction by 5 points (to a minimum of 5). For instance, if you successfully cast vulnerability on a dragon with damage reduction 10\/magic, its damage reduction becomes 5\/magic. For every four caster levels beyond 11th, the subject'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":" Wings of Air<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No (harmless) <\/td><\/tr><\/table>\t The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The target must be capable of flight using wings. The creature's maneuverability improves by one step— from clumsy to poor, poor to average, average to good, or good to perfect. 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":" Wings of Air, Greater<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 \/ Wizard 5 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t As wings of air, but the creature's maneuverability improves by two steps—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":" Justice of the Wyrm King<\/h5><\/p> | Abjuration <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 swift action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 5 rounds <\/td><\/tr><\/table>\t Spines of brilliant yellow light burst outward from your body, giving the impression that you are covered in glowing spikes. You create a field of arcane force around your body that deals retaliatory damage to your attackers. While this spell is active, any creature striking you with a nonreach melee weapon takes 4d6 points of damage. 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. 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":" Kiss of Draconic Defiance<\/h5><\/p> | Abjuration <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | 40 ft. <\/td><\/tr> | Duration:<\/b> <\/td> | Concentration + 1 round or until expended <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Fortitude negates; see text <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes; see text <\/td><\/tr><\/table>\t A ring of radiant energy spirals out from your body, shattering the magical energies of others. This spell projects magical interference from your body, making it more difficult for others to cast spells within its area. Any enemy attempting to cast a spell within the area of a kiss of draconic defiance must succeed on a Fortitude saving throw; failure means the spell is lost (as if cast) but has no effect. Any creature that successfully saves against this spell is immune to its effect for 24 hours thereafter. Check spell resistance the first time a creature attempts to cast a spell within the area. Furthermore, while this spell is active, you can automatically counter a single spell of 5th level or lower (as per the counterspell action) as an immediate action, as long as the caster is within the area of the kiss of dragon defiance. Doing so immediately ends the duration of this spell. 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'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":" Call of the Twilight Defender<\/h5><\/p> | Conjuration (Summoning) <\/td><\/tr> | Level:<\/b> <\/td> | Druid 6 \/ Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 full round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | One twilight guardian <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t The very ground erupts in a shower of stone and dirt, accompanied by a thunderclap. 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. This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon nature's ally spell, but with one exception. 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's remaining hit points before its sacrifice. 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":" Undying Vigor of the Dragonlords<\/h5><\/p> | Conjuration (Healing) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 5 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 full round <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr><\/table>\t A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumination that dances with yellow flecks. This spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body. You immediately heal 5d6 points of damage. 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. 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. 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. 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":" Detect Dragonblood<\/h5><\/p> | Divination <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 1 \/ Wizard 1 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | 60 ft. <\/td><\/tr> | Duration:<\/b> <\/td> | Concentration, up to 10 min.\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t 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. 1st Round: Presence or absence of dragonblooded creatures. 2nd Round:Number of dragonblooded in the area, and the power of the most potent aura. 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. If 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. Aura 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.<\/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":" Eyes of the Oracle<\/h5><\/p> | Divination <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level or until expended <\/td><\/tr><\/table>\t 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. You can see into the future, slightly anticipating your opponents' next moves. You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves. Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn. 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. This behaves as a readied action in all other ways, including the change in your initiative. If you take the readied action, the spell's effect ends immediately. 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":" Firestride Exhalation<\/h5><\/p> | Conjuration\/Evocation (Teleportation) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | 30 ft.; see text <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Reflex half <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. 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's area. You breathe forth a cone of fire that deals 8d6 points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. 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. Your 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. You bring along any gear worn or carried (up to your maximum load). You can't bring along other creatures except for your familiar. 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). You aren't damaged by the spell'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":" Passage of the Shifting Sands<\/h5><\/p> | Transmutation\/Evocation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 4 \/ Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level (D) or until expended <\/td><\/tr><\/table>\t You entire body sparkles as color fades from your form. A stiff breeze picks up as you collapse into thousands of particles of sand, sent flying on the warm wind. You and all your belongings become a flying cloud of sand, swirling and formless yet retaining your consciousness. You lose your normal shape and become a sand cloud, taking up the same space you do in your normal form. You can fly at a speed of 40 feet (perfect maneuverability), but you lose any other movement rates you had in your normal form. Treat this otherwise as gaseous form (PH 234). If you end your movement in the same space as another creature, that creature is blinded for 1 round (Fortitude negates). Spell resistance does not apply against this effect. Furthermore, while this spell is active, you can activate a gust of wind effect (as the spell) as a swift action. Doing so ends the duration of passage of the shifting sands. 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":" Rot of Ages<\/h5><\/p> | Conjuration\/Necromancy (Creation) <\/td><\/tr> | Level:<\/b> <\/td> | Druid 1 \/ Sorcerer 1 \/ Wizard 1 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action; see text <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 2 rounds <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Fortitude partial <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t A cloud of rotting plant and animal matter swirls up from the ground around your target, encompassing it in a whirlwind of decay. This spell encompasses your target in a cloud of rotting debris. The target is sickened for 2 rounds. Furthermore, all other creatures are treated as having concealment against the target. A successful Fortitude save negates the sickness, but not the concealment. Nonliving creatures are unaffected by the sickness effect. 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 then sickened for the remainder of the second spell's duration). 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":" Vision of the Omniscient Eye<\/h5><\/p> | Divination\/Evocation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 3 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr><\/table>\t Your eyes briefly flash with brilliant light, opening your mind to encompass every object nearby. You gain great vision, allowing you to see everything in the surrounding area clearly. 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). 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. Doing this ends the duration of vision of the omniscient eye; the faerie fire effect lasts for 1 minute. 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":" Adoration of the Frightful<\/h5><\/p> | Enchantment (Charm) <\/td><\/tr> | Level:<\/b> <\/td> | Bard 3 \/ Cleric 3 \/ Hexblade 2 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | 60 ft. <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t A thunderous rumble echoes from within you, washing over cowed creatures and forcing them to show you respect.<\/p>\n\n\t 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's area that is shaken, frightened, or panicked has its attitude toward you shifted to friendly (see Influencing NPC<\/span> Attitudes, PH 72).<\/p>\n\n\tThis 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 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":" Mind of the Labyrinth<\/h5><\/p> | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |