
[[],[{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"You gain many of the traits common to undead creatures.\nWhile the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects.\nYou need not breathe, eat, or sleep.\nFor the duration of the spell, your Con becomes --.\nYou lose any bonus hit points gained from having a Con bonus (this can't reduce hit points to fewer than 1 per HD).\nIf your Con modifier is normally a penalty, you don't gain any hit points by casting this spell.\nLike an undead creature, you are damaged by cure spells and healed by inflict spells.\nYou don't actually gain the undead type by casting this spell.\nMaterial Component: A black sapphire worth 1,000 gp.","short_description":"You gain many of the traits common to undead creatures.","material_components":"0","name":"Veil of Undeath","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Veil of Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain many of the traits common to undead creatures.<br \/>While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects.<br \/>You need not breathe, eat, or sleep.<br \/>For the duration of the spell, your Con becomes &#8212;.<br \/>You lose any bonus hit points gained from having a Con bonus (this can&#39;t reduce hit points to fewer than 1 per HD).<br \/>If your Con modifier is normally a penalty, you don&#39;t gain any hit points by casting this spell.<br \/>Like an undead creature, you are damaged by cure spells and healed by inflict spells.<br \/>You don&#39;t actually gain the undead type by casting this spell.<br \/>Material Component: A black sapphire worth 1,000 gp.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Limbs of one humanoid","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster chooses to wither either the arms or the legs of a humanoid.\nWithered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet.\nWithered arms make it impossible for the subject to use objects or cast spells with somatic components.\nA withered limb can be restored by a successful dispel magic cast by a spellcaster of a level higher than the level of the wither limb caster.","short_description":"The caster chooses to wither either the arms or the legs of a humanoid.","material_components":"0","name":"Wither Limb","level":"","full_text":"<div><p><h5>Wither Limb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster chooses to wither either the arms or the legs of a humanoid.<br \/>Withered legs force a subject to fall prone while at the same time reducing the subject&#39;s land speed to 5 feet.<br \/>Withered arms make it impossible for the subject to use objects or cast spells with somatic components.<br \/>A withered limb can be restored by a successful dispel magic cast by a spellcaster of a level higher than the level of the wither limb caster.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"You grow vampirelike fangs that allow you to make bite attacks with an attack bonus of +10 plus your Strength modifier.\nYour bite attack deals 1d6 points of damage and 1 point of Constitution damage.\nIf you make a full attack with other weapons, you can also make a bite attack as a secondary attack (-5 to hit).","short_description":"You grow vampirelike fangs that allow you to make bite attacks with an attack bonus of +10 plus your ...","material_components":"0","name":"Fangs of the Vampire King","level":"Assassin 3 \/ Blackguard 3","full_text":"<div><p><h5>Fangs of the Vampire King<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Blackguard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You grow vampirelike fangs that allow you to make bite attacks with an attack bonus of +10 plus your Strength modifier.<br \/>Your bite attack deals 1d6 points of damage and 1 point of Constitution damage.<br \/>If you make a full attack with other weapons, you can also make a bite attack as a secondary attack (-5 to hit).<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Armor of creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's armor gains the ghost touch property.\nMaterial Component: A tiny shield made of resin.","short_description":"The subject's armor gains the ghost touch property.","material_components":"0","name":"Ghost Touch Armor","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Ghost Touch Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s armor gains the ghost touch property.<br \/>Material Component: A tiny shield made of resin.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus.\n(An incorporeal creature's 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell).\nA ranged weapon affected by this spell does not bestow the ability on its ammunition.\nThe weapon can be picked up and moved by an incorporeal creature at any time.\nA manifesting ghost can wield the weapon against corporeal foes.\nEssentially, a weapon under the effect of this spell counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.","short_description":"Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatur...","material_components":"0","name":"Ghost Touch Weapon","level":"Cleric 4","full_text":"<div><p><h5>Ghost Touch Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus.<br \/>(An incorporeal creature&#39;s 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell).<br \/>A ranged weapon affected by this spell does not bestow the ability on its ammunition.<br \/>The weapon can be picked up and moved by an incorporeal creature at any time.<br \/>A manifesting ghost can wield the weapon against corporeal foes.<br \/>Essentially, a weapon under the effect of this spell counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You assume a visible, incorporeal form like that of a manifesting ghost.\nYou have no physical body while in this state.\nYou can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.\nYou are immune to all nonmagical attack forms.\nEven when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).\nNondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).\nAs an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).\nYou can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than your own.\nYou can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object.\nIn order to see farther from the object you are in and attack normally, you must emerge.\nWhile inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack.\nYou cannot pass through a force effect.\nWhile under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.\nYour nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon\nagainst a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance).\nSpells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).\nYou can pass through and operate in water as easily as you do in air.\nYou cannot fall or take falling damage.\nYou cannot make trip or grapple attacks, nor can you be tripped or grappled.\nIn fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions.\nYou have no weight while in ghostform and do not set off traps that are triggered by weight.\nYou move silently and cannot be heard with Listen checks if you don't wish to be while in ghostform.\nYou have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.\nNonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.\nYou have an innate sense of direction and can move at full speed even when you cannot see.","short_description":"You assume a visible, incorporeal form like that of a manifesting ghost.","material_components":"0","name":"Ghostform","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Ghostform<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You assume a visible, incorporeal form like that of a manifesting ghost.<br \/>You have no physical body while in this state.<br \/>You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.<br \/>You are immune to all nonmagical attack forms.<br \/>Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).<br \/>Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).<br \/>As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).<br \/>You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object&#39;s exterior, and so cannot pass entirely through an object whose space is larger than your own.<br \/>You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object.<br \/>In order to see farther from the object you are in and attack normally, you must emerge.<br \/>While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack.<br \/>You cannot pass through a force effect.<br \/>While under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.<br \/>Your nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon<br \/>against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance).<br \/>Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).<br \/>You can pass through and operate in water as easily as you do in air.<br \/>You cannot fall or take falling damage.<br \/>You cannot make trip or grapple attacks, nor can you be tripped or grappled.<br \/>In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions.<br \/>You have no weight while in ghostform and do not set off traps that are triggered by weight.<br \/>You move silently and cannot be heard with Listen checks if you don&#39;t wish to be while in ghostform.<br \/>You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.<br \/>Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.<br \/>You have an innate sense of direction and can move at full speed even when you cannot see.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You give a weapon the undead bane special ability in addition to any other properties it has.\nAgainst undead, your weapon's enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage against undead.\nThe spell has no effect if cast upon a weapon that already has the undead bane special ability.\nAt caster level 9th (paladin level 18th) and above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.\nAlternatively, you can affect up to fifty arrows, bolts, or bullets.\nThe projectiles must be of the same kind, and they have to be together, such as in the same quiver.\nProjectiles (but not thrown weapons) lose their transmutation when fired.\nThe weapon is considered good-aligned for the purpose of overcoming damage reduction.\nAny weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.","short_description":"You give a weapon the undead bane special ability in addition to any other properties it has.","material_components":"0","name":"Undead Bane Weapon","level":"Cleric 4 \/ Paladin 3","full_text":"<div><p><h5>Undead Bane Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You give a weapon the undead bane special ability in addition to any other properties it has.<br \/>Against undead, your weapon&#39;s enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage against undead.<br \/>The spell has no effect if cast upon a weapon that already has the undead bane special ability.<br \/>At caster level 9th (paladin level 18th) and above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.<br \/>Alternatively, you can affect up to fifty arrows, bolts, or bullets.<br \/>The projectiles must be of the same kind, and they have to be together, such as in the same quiver.<br \/>Projectiles (but not thrown weapons) lose their transmutation when fired.<br \/>The weapon is considered good-aligned for the purpose of overcoming damage reduction.<br \/>Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.<\/p><\/p>Reference: Libris Mortis: The Book of the Dead<\/div>","reference":"User"},{"school":"Abjuration","subschool":"Shadow","components":"S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One shadow","effect":"","area":"","duration":"1 round\/level or concentration","saving_throw":"None","spell_resistance":"No","description":"As lesser shadow tentacle, except the spell creates a shadow tentacle that extends up to 10 feet per caster level (maximum 100 feet) from its anchoring point.\nThe tentacle created by this spell has 40 hit points, AC 18, and can be burst with a Strength check (DC 25).\nA character can also free himself from the tentacle with an Escape Artist check (DC 22).","short_description":"As lesser shadow tentacle, except the spell creates a shadow tentacle that extends up to 10 feet per ...","material_components":"0","name":"Shadow Tentacle, Greater","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shadow Tentacle, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As lesser shadow tentacle, except the spell creates a shadow tentacle that extends up to 10 feet per caster level (maximum 100 feet) from its anchoring point.<br \/>The tentacle created by this spell has 40 hit points, AC 18, and can be burst with a Strength check (DC 25).<br \/>A character can also free himself from the tentacle with an Escape Artist check (DC 22).<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"Shadow","components":"S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One shadow","effect":"","area":"","duration":"Concentration (1 round\/level max)","saving_throw":"None","spell_resistance":"No","description":"You can animate any nearby shadow into a ropelike tentacle.\nThe target shadow transforms into a thick, ropy tentacle.\nOne end of the shadow tentacle remains rooted to the location where it fell on the floor, wall, ceiling, et cetera, while the opposite end can attack and curl about a target.\nThe animated shadow tentacle extends 5 feet per level of the caster (up to 50 feet) from its anchoring point.\nThe caster directs the shadow tendril, indicating a target for it to attack.\nThe tentacle makes a melee touch attack using the caster's attack bonus.\nThe tentacle does not inflict damage, but can be used to entangle an opponent.\nA successful melee touch attack means that the tentacle has entangled its victim.\nThe shadow tentacle is anchored, so it can hold its victim motionless if the caster desires; otherwise, the entangled victim can move at half speed up to the length of the animated tentacle.\nThe shadow tentacle has 20 hit points, AC 15, and can be burst with a Strength check (DC 23).\nA character can also free himself from the tentacle with an Escape Artist check (DC 20).\nChanging targets is a standard action.\nWhen the caster changes targets, the tentacle releases its current victim and immediately attacks the new target.\nThe tentacle is not affected by bright light, sunlight, or light spells.","short_description":"You can animate any nearby shadow into a ropelike tentacle.","material_components":"0","name":"Shadow Tentacle, Lesser","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Shadow Tentacle, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (1 round\/level max)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can animate any nearby shadow into a ropelike tentacle.<br \/>The target shadow transforms into a thick, ropy tentacle.<br \/>One end of the shadow tentacle remains rooted to the location where it fell on the floor, wall, ceiling, et cetera, while the opposite end can attack and curl about a target.<br \/>The animated shadow tentacle extends 5 feet per level of the caster (up to 50 feet) from its anchoring point.<br \/>The caster directs the shadow tendril, indicating a target for it to attack.<br \/>The tentacle makes a melee touch attack using the caster&#39;s attack bonus.<br \/>The tentacle does not inflict damage, but can be used to entangle an opponent.<br \/>A successful melee touch attack means that the tentacle has entangled its victim.<br \/>The shadow tentacle is anchored, so it can hold its victim motionless if the caster desires; otherwise, the entangled victim can move at half speed up to the length of the animated tentacle.<br \/>The shadow tentacle has 20 hit points, AC 15, and can be burst with a Strength check (DC 23).<br \/>A character can also free himself from the tentacle with an Escape Artist check (DC 20).<br \/>Changing targets is a standard action.<br \/>When the caster changes targets, the tentacle releases its current victim and immediately attacks the new target.<br \/>The tentacle is not affected by bright light, sunlight, or light spells.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You imbue a creature with an invisible shield that protects it from all effects of sunlight.\nIf cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance.\nThe spell does not overcome any aversion the target creature may have for sunlight, however.\nNight's mantle is not countered or dispelled by any light spell of equal or lower level (such as the 3rd-level cleric spell daylight).\nIt can be countered or dispelled by a light spell of greater level (such as the 8th-level cleric spell sunburst, which both counters night's mantle and inflicts its normal damage).\nMaterial Component: Powdered ruby (value no less than 1,000 gp).","short_description":"You imbue a creature with an invisible shield that protects it from all effects of sunlight.","material_components":"0","name":"Night's Mantle","level":"Cleric 4","full_text":"<div><p><h5>Night's Mantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a creature with an invisible shield that protects it from all effects of sunlight.<br \/>If cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance.<br \/>The spell does not overcome any aversion the target creature may have for sunlight, however.<br \/>Night&#39;s mantle is not countered or dispelled by any light spell of equal or lower level (such as the 3rd-level cleric spell daylight).<br \/>It can be countered or dispelled by a light spell of greater level (such as the 8th-level cleric spell sunburst, which both counters night&#39;s mantle and inflicts its normal damage).<br \/>Material Component: Powdered ruby (value no less than 1,000 gp).<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Touched creature or combustible object that weighs no more than 25 lb.\/level","effect":"","area":"","duration":"Instantaneous (see text)","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp.\nIf the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw.\nThe creature must make a Reflex save (DC 15) or catch on fire.\n(See Catching on Fire in Chapter 3 of the DUNGEON MASTER's Guide).\nIf the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above.\nThe object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.\nAnyone touching the object during the initial eruption of flame takes the same fire damage the object does.\nA Reflex save reduces damage by half.\nIf a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.\nThis spell originally appeared in Magic of Faer\u00fbn.\nMaterial Component: A drop of oil and a piece of flint.","short_description":"This spell makes a combustible object or a creature's combustible equipment burst into flame, even if...","material_components":"0","name":"Combust","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Combust<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a combustible object or a creature&#39;s combustible equipment burst into flame, even if damp.<br \/>If the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw.<br \/>The creature must make a Reflex save (DC 15) or catch on fire.<br \/>(See Catching on Fire in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<br \/>If the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above.<br \/>The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.<br \/>Anyone touching the object during the initial eruption of flame takes the same fire damage the object does.<br \/>A Reflex save reduces damage by half.<br \/>If a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<br \/>Material Component: A drop of oil and a piece of flint.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"0 ft.","target":"","effect":"Flame in your palm","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Dark flames appear in your hand.\nYou can hurl them or use them to touch enemies.\nThe flames appear in your open hand and harm neither you nor your equipment.\nThey emit no light but produce the same amount of heat as an actual fire.\nYou can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 points per two caster levels (maximum +10).\nAlternatively, you can hurl the flames up to 120 feet as a thrown weapon.\nWhen doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.\nNo sooner do you hurl the flames than a new set appears in your hand.\nThe darkfire is completely invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision).\nThe spell does not function underwater.\nThis spell originally appeared in Magic of Faer\u00fbn.","short_description":"Dark flames appear in your hand.","material_components":"0","name":"Darkfire","level":"Cleric 3","full_text":"<div><p><h5>Darkfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Flame in your palm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Dark flames appear in your hand.<br \/>You can hurl them or use them to touch enemies.<br \/>The flames appear in your open hand and harm neither you nor your equipment.<br \/>They emit no light but produce the same amount of heat as an actual fire.<br \/>You can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 points per two caster levels (maximum +10).<br \/>Alternatively, you can hurl the flames up to 120 feet as a thrown weapon.<br \/>When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.<br \/>No sooner do you hurl the flames than a new set appears in your hand.<br \/>The darkfire is completely invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision).<br \/>The spell does not function underwater.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"0 ft.","target":"","effect":"Electric whip","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"You create a long whip of ghostly red energy that emanates from your hand and never harms you.\nYou wield this weapon as if it were an actual whip and you were proficient in it.\nAttacks with the mystic lash are ranged touch attacks.\nThe lash deals 1d8 points of electrical damage +1 point per two caster levels (maximum +5).\nSince the lash is immaterial, your Strength modifier does not apply to the damage.\nA creature hit with the lash must make a Fortitude saving throw or be stunned for 1 round.\nIf the lash hits its target, you may release it from your hand so that it continues to attack that target automatically, leaving your hand free.\nThe lash attacks on your turn using your base attack value, although it can only attack once per round on its own.\nIf the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.\nIf you do not grasp the lash on the round it returns, it dissipates, but otherwise you can use the lash on another creature and begin the cycle again.\nThis spell originally appeared in Magic of Faer\u00fbn.","short_description":"You create a long whip of ghostly red energy that emanates from your hand and never harms you.","material_components":"0","name":"Mystic Lash","level":"Cleric 3","full_text":"<div><p><h5>Mystic Lash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Electric whip<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a long whip of ghostly red energy that emanates from your hand and never harms you.<br \/>You wield this weapon as if it were an actual whip and you were proficient in it.<br \/>Attacks with the mystic lash are ranged touch attacks.<br \/>The lash deals 1d8 points of electrical damage +1 point per two caster levels (maximum +5).<br \/>Since the lash is immaterial, your Strength modifier does not apply to the damage.<br \/>A creature hit with the lash must make a Fortitude saving throw or be stunned for 1 round.<br \/>If the lash hits its target, you may release it from your hand so that it continues to attack that target automatically, leaving your hand free.<br \/>The lash attacks on your turn using your base attack value, although it can only attack once per round on its own.<br \/>If the lash&#39;s target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.<br \/>If you do not grasp the lash on the round it returns, it dissipates, but otherwise you can use the lash on another creature and begin the cycle again.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"See text","target":"","effect":"","area":"See text","duration":"Permanent","saving_throw":"See text","spell_resistance":"No","description":"You turn aside raw earth in a furrow in a straight line, extending from your feet to a distance of 20 feet per caster level.\nThe furrow measures 1 foot deep by 6 inches wide.\nThe furrow ceases if it connects with a wall, large boulder, or other solid object greater than its own width.\nMedium-size and smaller creatures standing directly in the furrow's path must make a Balance check against the caster's save DC to retain their footing; otherwise they fall prone to the ground.\nCreatures burrowing or buried in the earth along the furrow's line suffer 4d4 points of damage.\nNetherese clerics utilized this spell to turn earth at a fast rate in preparation for planting crops.\nIts use enabled them to plant large tracts of land quickly and efficiently.\nMaterial Component: A handful of dried corn.","short_description":"You turn aside raw earth in a furrow in a straight line, extending from your feet to a distance of 20...","material_components":"0","name":"Phantom Plow","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Phantom Plow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You turn aside raw earth in a furrow in a straight line, extending from your feet to a distance of 20 feet per caster level.<br \/>The furrow measures 1 foot deep by 6 inches wide.<br \/>The furrow ceases if it connects with a wall, large boulder, or other solid object greater than its own width.<br \/>Medium-size and smaller creatures standing directly in the furrow&#39;s path must make a Balance check against the caster&#39;s save DC to retain their footing; otherwise they fall prone to the ground.<br \/>Creatures burrowing or buried in the earth along the furrow&#39;s line suffer 4d4 points of damage.<br \/>Netherese clerics utilized this spell to turn earth at a fast rate in preparation for planting crops.<br \/>Its use enabled them to plant large tracts of land quickly and efficiently.<br \/>Material Component: A handful of dried corn.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Dome 25 ft. high, diameter 100 ft. + 50 ft.\/level","area":"","duration":"1 hour\/level","saving_throw":"Will negates or none (object)","spell_resistance":"Yes or no (object)","description":"You create a dome of shadow.\nThe outer surface of the dome is impenetrable to normal vision and darkvision, granting 100% concealment to creatures and objects within the spell's area.\nA creature under the effect of blacklight cannot see through the dome.\nThe interior of the dome casts a deep shadow on everything within, reducing the range of normal vision to 5 feet; creatures with darkvision can see normally within the dome.\nLight, including sunlight, cannot penetrate the dome.\nCreatures that would normally be adversely affected by sunlight, such as shades and vampires, are able to function normally within the dome.\nYou cannot cast the spell on a point in space or on a mobile object.\nAll Shadovar expeditions assigned to recover items from old Netherese locations include at least one arcanist able to cast this protective spell.\nShadow canopy counters or dispels any light spell of equal or lower level.\nLight spells of equal level have no effect on shadow canopy,\nbut light spells of higher level counter or dispel shadow canopy.\nMaterial Component: A handful of coal dust and the dried eyeball of any diurnal creature.","short_description":"You create a dome of shadow.","material_components":"0","name":"Shadow Canopy","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Shadow Canopy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Dome 25 ft. high, diameter 100 ft. + 50 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or none (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or no (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create a dome of shadow.<br \/>The outer surface of the dome is impenetrable to normal vision and darkvision, granting 100% concealment to creatures and objects within the spell&#39;s area.<br \/>A creature under the effect of blacklight cannot see through the dome.<br \/>The interior of the dome casts a deep shadow on everything within, reducing the range of normal vision to 5 feet; creatures with darkvision can see normally within the dome.<br \/>Light, including sunlight, cannot penetrate the dome.<br \/>Creatures that would normally be adversely affected by sunlight, such as shades and vampires, are able to function normally within the dome.<br \/>You cannot cast the spell on a point in space or on a mobile object.<br \/>All Shadovar expeditions assigned to recover items from old Netherese locations include at least one arcanist able to cast this protective spell.<br \/>Shadow canopy counters or dispels any light spell of equal or lower level.<br \/>Light spells of equal level have no effect on shadow canopy,<br \/>but light spells of higher level counter or dispel shadow canopy.<br \/>Material Component: A handful of coal dust and the dried eyeball of any diurnal creature.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Intangible skull","area":"","duration":"Permanent until discharged","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"You create an intangible image of a floating skull that trails black flames.\nThe skull and its flames are obviously an illusion and cause no damage, nor can they be damaged by attacks.\nThe skull flies at speed 40 feet (perfect) but cannot move more than 20 feet from its point of origin.\nThe skull floats about aimlessly but threateningly within its available range.\nYou set two triggering conditions for the skull.\nThe first activates a message as if the skull were a magic mouth.\nThe second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it and any others in the area.\nThose affected can make Reflex saving throws for half damage.\nThe triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time.\nOnce both triggering conditions have been met, the skull disappears.\nThe skull can only do each effect one time, so if it has already spoken its message it does not speak it again if the message trigger occurs a second time.\nThis spell originally appeared in Magic of Faer\u00fbn.","short_description":"You create an intangible image of a floating skull that trails black flames.","material_components":"0","name":"Skull of Secrets","level":"Cleric 4","full_text":"<div><p><h5>Skull of Secrets<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Intangible skull<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an intangible image of a floating skull that trails black flames.<br \/>The skull and its flames are obviously an illusion and cause no damage, nor can they be damaged by attacks.<br \/>The skull flies at speed 40 feet (perfect) but cannot move more than 20 feet from its point of origin.<br \/>The skull floats about aimlessly but threateningly within its available range.<br \/>You set two triggering conditions for the skull.<br \/>The first activates a message as if the skull were a magic mouth.<br \/>The second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it and any others in the area.<br \/>Those affected can make Reflex saving throws for half damage.<br \/>The triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time.<br \/>Once both triggering conditions have been met, the skull disappears.<br \/>The skull can only do each effect one time, so if it has already spoken its message it does not speak it again if the message trigger occurs a second time.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Medium(100 ft. + 10 ft.\/level)","target":"","effect":"Three shadow duplicates","area":"","duration":"1 round\/level (D)","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"You create three shadow duplicates of yourself; they look, sound, and smell like you but are intangible.\nYou can switch your perceptions between any of the shadows and your own body as a free action on your turn.\nWhen you use the perceptions of a shadow, it mimics your actions (including speech) unless you concentrate on making it act differently.\nAny shadows you are not controlling remain inert.\nIf you desire, any spell you cast whose range is touch or greater can originate from the controlled shadow instead of from you.\n(The shadows are quasi-real, just real enough to cast spells that you originate).\nA shadow can cast spells on itself only if those spells affect shadows.\nThe shadows act similar to the servant conjured by an unseen servant spell.\nThey are mindless, so while they can perform simple tasks such as opening doors, they cannot perform complex tasks such as puzzle solving.\nA controlled shadow can also be programmed to move in a particular direction or to a location you know.\nIt moves at your speed and continues to move in this manner until it reaches its destination or you shift your perceptions to it and program it to go somewhere else.\nIf you use dimension door, teleport, plane shift, or a similar spell that removes you from the same plane as the shadows, even momentarily, the spell ends.\nNormally this spell is used to give you several false bodies to use at once, with one as a safe haven for casting spells (similar to project image) and the other two acting as distractions.","short_description":"You create three shadow duplicates of yourself; they look, sound, and smell like you but are intangib...","material_components":"0","name":"Triple Mask","level":"Cleric 7","full_text":"<div><p><h5>Triple Mask<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium(100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Three shadow duplicates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create three shadow duplicates of yourself; they look, sound, and smell like you but are intangible.<br \/>You can switch your perceptions between any of the shadows and your own body as a free action on your turn.<br \/>When you use the perceptions of a shadow, it mimics your actions (including speech) unless you concentrate on making it act differently.<br \/>Any shadows you are not controlling remain inert.<br \/>If you desire, any spell you cast whose range is touch or greater can originate from the controlled shadow instead of from you.<br \/>(The shadows are quasi-real, just real enough to cast spells that you originate).<br \/>A shadow can cast spells on itself only if those spells affect shadows.<br \/>The shadows act similar to the servant conjured by an unseen servant spell.<br \/>They are mindless, so while they can perform simple tasks such as opening doors, they cannot perform complex tasks such as puzzle solving.<br \/>A controlled shadow can also be programmed to move in a particular direction or to a location you know.<br \/>It moves at your speed and continues to move in this manner until it reaches its destination or you shift your perceptions to it and program it to go somewhere else.<br \/>If you use dimension door, teleport, plane shift, or a similar spell that removes you from the same plane as the shadows, even momentarily, the spell ends.<br \/>Normally this spell is used to give you several false bodies to use at once, with one as a safe haven for casting spells (similar to project image) and the other two acting as distractions.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Undead creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell was created by the lich Larloch to power himself at the expense of his own undead minions.\nThe target undead creatures must succeed at Fortitude saving throws or be destroyed, just as if hit by a disruption weapon.\nCreatures that are not undead, and undead with Hit Dice greater than the caster's caster level, are unaffected by this spell.\nIf an undead creature is destroyed by this spell, a portion of the negative energy that gave it unlife flows back to the caster.\nThis negative energy deals (if the caster is living) or cures (if the caster is undead) 5 hit points of damage per hit die of the destroyed undead.\nFocus: A disruption weapon of any kind.","short_description":"This spell was created by the lich Larloch to power himself at the expense of his own undead minions....","material_components":"0","name":"Devastate Undead","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Devastate Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell was created by the lich Larloch to power himself at the expense of his own undead minions.<br \/>The target undead creatures must succeed at Fortitude saving throws or be destroyed, just as if hit by a disruption weapon.<br \/>Creatures that are not undead, and undead with Hit Dice greater than the caster&#39;s caster level, are unaffected by this spell.<br \/>If an undead creature is destroyed by this spell, a portion of the negative energy that gave it unlife flows back to the caster.<br \/>This negative energy deals (if the caster is living) or cures (if the caster is undead) 5 hit points of damage per hit die of the destroyed undead.<br \/>Focus: A disruption weapon of any kind.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous (see text)","saving_throw":"Will half (see text)","spell_resistance":"Yes","description":"You fire a black ray of negative energy at a single target.\nYou must succeed at a ranged touch attack to strike your target.\nA creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20).\nThe spell has no effect on constructs or inanimate objects.\nSince undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.","short_description":"You fire a black ray of negative energy at a single target.","material_components":"0","name":"Dread Blast","level":"Cleric 4","full_text":"<div><p><h5>Dread Blast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fire a black ray of negative energy at a single target.<br \/>You must succeed at a ranged touch attack to strike your target.<br \/>A creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20).<br \/>The spell has no effect on constructs or inanimate objects.<br \/>Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex half (see below)","spell_resistance":"No","description":"You create a fanged, biting mouth in the palm of your hand.\nWhen you lay your hand upon a creature, the mouth deals\n1d8 points of damage.\nIf the target makes a successful Reflex save, he takes only half damage.\nIf the target fails his Reflex save, you may start a grapple as a free action without provoking an attack of opportunity.\nIf you establish a hold, the fanged mouth sinks its teeth into the target's flesh and continues to bite for an additional 1d6 points of damage each round until the hold is broken or the spell ends.","short_description":"You create a fanged, biting mouth in the palm of your hand.","material_components":"0","name":"Handfang","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Handfang<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see below)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a fanged, biting mouth in the palm of your hand.<br \/>When you lay your hand upon a creature, the mouth deals<br \/>1d8 points of damage.<br \/>If the target makes a successful Reflex save, he takes only half damage.<br \/>If the target fails his Reflex save, you may start a grapple as a free action without provoking an attack of opportunity.<br \/>If you establish a hold, the fanged mouth sinks its teeth into the target&#39;s flesh and continues to bite for an additional 1d6 points of damage each round until the hold is broken or the spell ends.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous (see text)","saving_throw":"Will half (see text)","spell_resistance":"Yes","description":"You fire a black ray of negative energy at a single target.\nYou must succeed at a ranged touch attack to strike your target.\nA creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20).\nThe spell has no effect on constructs or inanimate objects.\nSince undead are powered negative energy, this spell cures them of a like amount of damage, rather than harming them.","short_description":"You fire a black ray of negative energy at a single target.","material_components":"0","name":"Mortal Wound","level":"Cleric 4","full_text":"<div><p><h5>Mortal Wound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fire a black ray of negative energy at a single target.<br \/>You must succeed at a ranged touch attack to strike your target.<br \/>A creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20).<br \/>The spell has no effect on constructs or inanimate objects.<br \/>Since undead are powered negative energy, this spell cures them of a like amount of damage, rather than harming them.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As clone, except that if the original individual is still alive, the cloned body falls immediately into stasis and does not rot.\nIf the original individual later dies, the soul transfers to the stasis clone, which leaves stasis and immediately begins to function as per the normal clone spell.\nIf multiple stasis clones exist for the same original creature when it is slain, the soul goes into the most recently created stasis clone.","short_description":"As clone, except that if the original individual is still alive, the cloned body falls immediately in...","material_components":"0","name":"Stasis Clone","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Stasis Clone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As clone, except that if the original individual is still alive, the cloned body falls immediately into stasis and does not rot.<br \/>If the original individual later dies, the soul transfers to the stasis clone, which leaves stasis and immediately begins to function as per the normal clone spell.<br \/>If multiple stasis clones exist for the same original creature when it is slain, the soul goes into the most recently created stasis clone.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Caster and up to one creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"No and Will negates","spell_resistance":"Yes","description":"The caster steals energy from others, slowing them and speeding him or her.\nTargets other than the caster suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls.\nAs long as at least 1 enemy is affected by the spell, the caster gets one extra partial action each round.\nIf all the affected enemies free themselves from the spell (by death, entering an antimagic field, receiving a successful dispel magic, and so on), the spell ends.\nThis spell originally appeared in Magic of Faer\u00fbn.","short_description":"The caster steals energy from others, slowing them and speeding him or her.","material_components":"0","name":"Battletide","level":"Cleric 5","full_text":"<div><p><h5>Battletide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No and Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster steals energy from others, slowing them and speeding him or her.<br \/>Targets other than the caster suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls.<br \/>As long as at least 1 enemy is affected by the spell, the caster gets one extra partial action each round.<br \/>If all the affected enemies free themselves from the spell (by death, entering an antimagic field, receiving a successful dispel magic, and so on), the spell ends.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You","effect":"","area":"","duration":"1 round\/3 levels (see text)","saving_throw":"See text","spell_resistance":"Yes","description":"As eyebite, except that you can only choose one of the following possible gaze attacks:\nCharm: Equivalent to the charm monster spell, except that the saving throw is based on spell level 5th.\nConfusion: As the confusion spell, except affecting only one target.\nWhen you cast this spell, your eyes turn black with skull-shaped irises.","short_description":"As eyebite, except that you can only choose one of the following possible gaze attacks:\nCharm: Equiva...","material_components":"0","name":"Skull Eyes","level":"Cleric 5","full_text":"<div><p><h5>Skull Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As eyebite, except that you can only choose one of the following possible gaze attacks:<br \/>Charm: Equivalent to the charm monster spell, except that the saving throw is based on spell level 5th.<br \/>Confusion: As the confusion spell, except affecting only one target.<br \/>When you cast this spell, your eyes turn black with skull-shaped irises.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Stone touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You magically link one location to another so that you or another may speak a command word at one end and be teleported to the other end.\nBefore you cast the spell you must prepare the ends of the link, both of which must be areas of stone 5 feet square.\nThis preparation takes 1 hour, and functions for repeated castings of the spell as long as the stones are not damaged.\nWhen the spell is cast, the stones become attuned to a command word you designate.\nAny creature that speaks the command word while standing upon one of the stones is teleported without error to the other end instantaneously.\nThe stones function once for every four caster levels, and can carry 50 pounds per caster level each time.\nCreatures that exceed the weight limitation are not transported and count as one of the uses of the spell.\nMaterial Component: The preparation of each of the ends of the link requires a paste made from rubies and amber worth 2,500 gp.\nCasting the spell requires a 2,500 gp diamond.\nActivating one of the linked stones once the spell is cast does not require any material component.\nThis spell originally appeared in Magic of Faer\u00fbn.","short_description":"You magically link one location to another so that you or another may speak a command word at one end...","material_components":"0","name":"Stone Walk","level":"Cleric 6","full_text":"<div><p><h5>Stone Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You magically link one location to another so that you or another may speak a command word at one end and be teleported to the other end.<br \/>Before you cast the spell you must prepare the ends of the link, both of which must be areas of stone 5 feet square.<br \/>This preparation takes 1 hour, and functions for repeated castings of the spell as long as the stones are not damaged.<br \/>When the spell is cast, the stones become attuned to a command word you designate.<br \/>Any creature that speaks the command word while standing upon one of the stones is teleported without error to the other end instantaneously.<br \/>The stones function once for every four caster levels, and can carry 50 pounds per caster level each time.<br \/>Creatures that exceed the weight limitation are not transported and count as one of the uses of the spell.<br \/>Material Component: The preparation of each of the ends of the link requires a paste made from rubies and amber worth 2,500 gp.<br \/>Casting the spell requires a 2,500 gp diamond.<br \/>Activating one of the linked stones once the spell is cast does not require any material component.<br \/>This spell originally appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Lords of Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like glyph of warding, except that an elder blast glyph deals 1d8 points of damage per caster level (maximum of 30d8), and an elder spell glyph can store a spell of 9th level or lower.\nMaterial Component: You trace the elder glyph with incense, which first must be sprinkled with powdered diamond worth at least 1,000 gp.","short_description":"This spell functions like glyph of warding, except that an elder blast glyph deals 1d8 points of dama...","material_components":"0","name":"Elder Glyph of Warding","level":"Cleric 9","full_text":"<div><p><h5>Elder Glyph of Warding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like glyph of warding, except that an elder blast glyph deals 1d8 points of damage per caster level (maximum of 30d8), and an elder spell glyph can store a spell of 9th level or lower.<br \/>Material Component: You trace the elder glyph with incense, which first must be sprinkled with powdered diamond worth at least 1,000 gp.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"3 rounds","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"100-ft.\/level radius spread","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"Utterdark spreads outward from you, creating an area of cold, cloying magical darkness.\nThis darkness is similar to that created by the deeper darkness spell, but it cannot be dispelled by magical light (although a light spell or similar effect of equal or higher level can temporarily suppress the utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the light spell or effect lasts).\nFurthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.\nArcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.","short_description":"Utterdark spreads outward from you, creating an area of cold, cloying magical darkness.","material_components":"0","name":"Utterdark","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Utterdark<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Utterdark spreads outward from you, creating an area of cold, cloying magical darkness.<br \/>This darkness is similar to that created by the deeper darkness spell, but it cannot be dispelled by magical light (although a light spell or similar effect of equal or higher level can temporarily suppress the utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the light spell or effect lasts).<br \/>Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.<br \/>Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"Up to eight living creatures within range","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n* The ceaseless chaos representing images of surface thoughts.\n* Individual trains of thought in whatever order you desire.\n* Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.\n* A study of the thoughts and memories of one creature of the group in detail.\nOnce per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.\nThe creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.\n(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).\nSuccess on this saving throw does not negate the other effects of the brain spider for that creature.\nYou can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.\nLanguage is not a barrier, and you need not personally know the beings--you can choose, for instance, the nearest eight guards who must be in that chamber there.\nThe spell cannot reach those who make a successful Will save.\nMaterial Component: A spider of any size or kind.\nIt can be dead, but it must still have all eight legs.","short_description":"This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creature...","material_components":"0","name":"Brain Spider","level":"Cleric 8","full_text":"<div><p><h5>Brain Spider<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:\n\t<ul>\n\t\t<li>The ceaseless chaos representing images of surface thoughts.<\/li>\n\t\t<li>Individual trains of thought in whatever order you desire.<\/li>\n\t\t<li>Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.<\/li>\n\t\t<li>A study of the thoughts and memories of one creature of the group in detail.<\/li>\n\t<\/ul><br \/>Once per round, if you do not perform a detailed study of one creature&#39;s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.<br \/>The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.<br \/>(Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).<br \/>Success on this saving throw does not negate the other effects of the brain spider for that creature.<br \/>You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.<br \/>Language is not a barrier, and you need not personally know the beings&#8212;you can choose, for instance, &quot;the nearest eight guards who must be in that chamber there&quot;.<br \/>The spell cannot reach those who make a successful Will save.<br \/>Material Component: A spider of any size or kind.<br \/>It can be dead, but it must still have all eight legs.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Quarter circle emanating from the character to the extreme of the range","duration":"Concentration, up to 1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can detect the presence of all aberrations in the area.\nThe amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of aberrant life.\n2nd Round: Number of different aberrant auras and the strength of the strongest aura.\nIf you detect overwhelming aberrant power with this spell, and the Hit Dice or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.\n3rd Round: The strength and location of each aura.\nAura Power: An aberrant aura's power depends on the type of creature you're detecting and its Hit Dice; see the accompanying table.\nIf an aura falls into more than one power category, the spell indicates the stronger of the two.\nA humanoid with the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.\nLength Aura Lingers: How long the aura lingers depends on its original strength:\nEach round, the character can turn to detect aberrant auras in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.","short_description":"You can detect the presence of all aberrations in the area.","material_components":"0","name":"Detect Aberration","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Detect Aberration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can detect the presence of all aberrations in the area.<br \/>The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of aberrant life.<br \/>2nd Round: Number of different aberrant auras and the strength of the strongest aura.<br \/>If you detect overwhelming aberrant power with this spell, and the Hit Dice or level of the aura&#39;s source is at least twice your character level, you are stunned for 1 round and the spell ends.<br \/>3rd Round: The strength and location of each aura.<br \/>Aura Power: An aberrant aura&#39;s power depends on the type of creature you&#39;re detecting and its Hit Dice; see the accompanying table.<br \/>If an aura falls into more than one power category, the spell indicates the stronger of the two.<br \/>A humanoid with the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.<br \/>Length Aura Lingers: How long the aura lingers depends on its original strength:<br \/>Each round, the character can turn to detect aberrant auras in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.\nYou can learn the answer to one question per round, to the best of the subject's knowledge.\nYou can also probe a sleeping subject, though the subject can make a Will save against the DC of the probe thoughts spell to wake after each question.\nSubjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered.\nYou pose the questions telepathically, and the answers to those questions are imparted directly to your mind.\nYou and the target do not need to speak the same language, although less intelligent creatures might yield up only appropriate visual images in answer to your questions.","short_description":"All the subject's memories and knowledge are accessible to you, ranging from memories deep below the ...","material_components":"0","name":"Probe Thoughts","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Probe Thoughts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All the subject&#39;s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.<br \/>You can learn the answer to one question per round, to the best of the subject&#39;s knowledge.<br \/>You can also probe a sleeping subject, though the subject can make a Will save against the DC of the probe thoughts spell to wake after each question.<br \/>Subjects who do not wish to be probed can attempt to move beyond the power&#39;s range, unless somehow hindered.<br \/>You pose the questions telepathically, and the answers to those questions are imparted directly to your mind.<br \/>You and the target do not need to speak the same language, although less intelligent creatures might yield up only appropriate visual images in answer to your questions.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell grants you the ability to make one ray attack per round.\nThe ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.\nThe creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"This spell grants you the ability to make one ray attack per round.","material_components":"0","name":"Bolts of Bedevilment","level":"","full_text":"<div><p><h5>Bolts of Bedevilment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you the ability to make one ray attack per round.<br \/>The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.<br \/>The creature is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1d4+1 rounds","saving_throw":"None","spell_resistance":"Yes","description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.\nThis spell makes it impossible for the victim to do anything other than race about caterwauling.\nThe spell gives the subject a -4 penalty to Armor Class, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.","short_description":"The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad...","material_components":"0","name":"Maddening Scream","level":"","full_text":"<div><p><h5>Maddening Scream<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4+1 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.<br \/>This spell makes it impossible for the victim to do anything other than race about caterwauling.<br \/>The spell gives the subject a -4 penalty to Armor Class, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One nonevil creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster turns one creature evil.\nThe chaotic\/neutral\/lawful component of the subject's alignment is unchanged.\nThe subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with the new alignment.\nOtherwise, it acts with its new selfish, bloodthirsty, and cruel outlook on all things.\nFor example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they're fighting on the same side.\nBut she might allow her friend to be hurt or killed if her friend is carrying something valuable she could recover later, or she might use spells to control or deceive her friend to get what she wants.\nShe might even eventually decide to betray or attack her friend if there is some potential gain involved.\nArcane Material Component: A powdered holy symbol.","short_description":"The caster turns one creature evil.","material_components":"0","name":"Morality Undone","level":"Bard 5 \/ Cleric 5","full_text":"<div><p><h5>Morality Undone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster turns one creature evil.<br \/>The chaotic\/neutral\/lawful component of the subject&#39;s alignment is unchanged.<br \/>The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with the new alignment.<br \/>Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook on all things.<br \/>For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they&#39;re fighting on the same side.<br \/>But she might allow her friend to be hurt or killed if her friend is carrying something valuable she could recover later, or she might use spells to control or deceive her friend to get what she wants.<br \/>She might even eventually decide to betray or attack her friend if there is some potential gain involved.<br \/>Arcane Material Component: A powdered holy symbol.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can daze one living creature by making a successful touch attack.\nIf the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.\nA dazed creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.","short_description":"You can daze one living creature by making a successful touch attack.","material_components":"0","name":"Touch of Madness","level":"","full_text":"<div><p><h5>Touch of Madness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can daze one living creature by making a successful touch attack.<br \/>If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level.<br \/>A dazed creature is not stunned (so attackers get no special advantage against it), but it can&#39;t move, cast spells, use mental abilities, and so on.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"You direct an invisible blast of force at a chosen target.\nThe blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6).\nIn addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).","short_description":"You direct an invisible blast of force at a chosen target.","material_components":"0","name":"Blast of Force","level":"","full_text":"<div><p><h5>Blast of Force<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You direct an invisible blast of force at a chosen target.<br \/>The blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6).<br \/>In addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"See below","description":"This spell is similar to darkness, except that those within the area of darkness also take unholy damage.\nCreatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage.\nAs with the darkness spell, the area of the darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect).\nDamning darkness counters or dispels any light spell of equal or lower level.\nSpell resistance applies to the damage dealt by this spell but not to the darkness area.\nArcane Material Component: A dollop of pitch with a tiny needle hidden inside it.","short_description":"This spell is similar to darkness, except that those within the area of darkness also take unholy dam...","material_components":"0","name":"Damning Darkness","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Damning Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See below<br\/><\/td><\/tr><\/table><p>\t<p>This spell is similar to darkness, except that those within the area of darkness also take unholy damage.<br \/>Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage.<br \/>As with the darkness spell, the area of the darkness is a 20-foot radius, and the object that serves as the spell&#39;s target can be shrouded to block the darkness (and thus the damaging effect).<br \/>Damning darkness counters or dispels any light spell of equal or lower level.<br \/>Spell resistance applies to the damage dealt by this spell but not to the darkness area.<br \/>Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand.\nThe bolt deals 1d8 points of damage per two caster levels (maximum 5d8).\nHalf the damage is cold, and the other has no specific type.\nWhen struck, the foe must also succeed on a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.","short_description":"The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left...","material_components":"0","name":"Darkbolt","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Darkbolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand.<br \/>The bolt deals 1d8 points of damage per two caster levels (maximum 5d8).<br \/>Half the damage is cold, and the other has no specific type.<br \/>When struck, the foe must also succeed on a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane.\nThis allows you the ability to cast a single spell of 4th level or lower, which then ends the spell's effect.\nCasting invoke magic is a swift action, like casting a quickened spell.\nYou can perform only one swift action each round.\nNormally, you cast invoke magic and then immediately follow it by casting another spell as a standard action.\nMaterial Component: A diamond worth at least 1,000 gp.","short_description":"You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, su...","material_components":"0","name":"Invoke Magic","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Invoke Magic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane.<br \/>This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell&#39;s effect.<br \/>Casting invoke magic is a swift action, like casting a quickened spell.<br \/>You can perform only one swift action each round.<br \/>Normally, you cast invoke magic and then immediately follow it by casting another spell as a standard action.<br \/>Material Component: A diamond worth at least 1,000 gp.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"No","description":"The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.\nWhile druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes.\nWhen you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a\nbrief moment before it flashes and fills the area of effect with a pulse of cerulean light.\nAny aberration within the area must make a Fortitude saving throw or suffer the following ill effects.\nCloser aberrations are affected first.\nEach effect lasts for 1 round.\nNone: The aberration suffers no ill effect, even if it fails the\nsaving throw.\nSickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.\nNauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.\nDazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.\nStunned: The aberration drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.\nOnce a creature recovers from an effect, it moves up one level on the table.\nThus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.","short_description":"The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it...","material_components":"0","name":"Invoke the Cerulean Sign","level":"Bard 3 \/ Cleric 3 \/ Druid 2 \/ Paladin 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Invoke the Cerulean Sign<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Druid 2 \/ Paladin 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td>\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.<br \/>While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes.<br \/>When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a<br \/>brief moment before it flashes and fills the area of effect with a pulse of cerulean light.<br \/>Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects.<br \/>Closer aberrations are affected first.<br \/>Each effect lasts for 1 round.<br \/>None: The aberration suffers no ill effect, even if it fails the<br \/>saving throw.<br \/>Sickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.<br \/>Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.<br \/>Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.<br \/>Stunned: The aberration drops everything held, can&#39;t take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.<br \/>Once a creature recovers from an effect, it moves up one level on the table.<br \/>Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One or more rays","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A shimmering green beam of light springs forth from your outstretched hand.\nYou can direct this ray at any target in range.\nIf you hit the target, the ray deals 1d6 points of force damage.\nAgainst undead and constructs, the ray deals 2d8 points of force damage.\nAgainst aberrations, the ray deals 5d6 points of force damage and threatens a critical hit on a roll of 19-20.\nAn aberration slain by this damage is immediately transformed into pungent-smelling inert plant matter.\nYou can generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level).\nThe rays can be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.","short_description":"A shimmering green beam of light springs forth from your outstretched hand.","material_components":"0","name":"Nature's Purity","level":"Druid 3","full_text":"<div><p><h5>Nature's Purity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more rays<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A shimmering green beam of light springs forth from your outstretched hand.<br \/>You can direct this ray at any target in range.<br \/>If you hit the target, the ray deals 1d6 points of force damage.<br \/>Against undead and constructs, the ray deals 2d8 points of force damage.<br \/>Against aberrations, the ray deals 5d6 points of force damage and threatens a critical hit on a roll of 19-20.<br \/>An aberration slain by this damage is immediately transformed into pungent-smelling inert plant matter.<br \/>You can generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level).<br \/>The rays can be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one living creature\/level, no two of which can be more than 10 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The affected creatures take 1d4 points of Constitution drain.\nTheir skin breaks out in lesions and takes on a pale yellow pallor.","short_description":"The affected creatures take 1d4 points of Constitution drain.","material_components":"0","name":"Pox","level":"Druid 6","full_text":"<div><p><h5>Pox<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The affected creatures take 1d4 points of Constitution drain.<br \/>Their skin breaks out in lesions and takes on a pale yellow pallor.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Two clawed arms grow out of the subject's body.\nThe arms are roughly humanoid, but are either scaly or furred and end in sharp talons.\nThe spell transforms any clothing or armor worn by the creature to accommodate these additional arms; when the duration ends the creature's clothing and armor return to normal.\nThe arms grant the subject two primary claw attacks.\nA hit from one of the claws deals slashing damage equal to 1d6 points (1d4 if Small) plus the creature's Strength modifier.\nThe claws cannot be used to wield weapons or manipulate objects.\nSince the claws are primary attacks, you can attack with them in addition to making your weapon attacks without penalty.\nThe claws count as magic weapons for the purpose of overcoming damage reduction.\nIf both claw attacks hit the same target, the arms can rend the target for extra damage equal to 2d6 points plus 1-1\/2 times the subject's Strength modifier.\nMultiple castings of arms of plenty on a creature do not stack; the duration simply resets.\nMaterial Component: A xill's claw.","short_description":"Two clawed arms grow out of the subject's body.","material_components":"0","name":"Arms of Plenty","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Arms of Plenty<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Two clawed arms grow out of the subject&#39;s body.<br \/>The arms are roughly humanoid, but are either scaly or furred and end in sharp talons.<br \/>The spell transforms any clothing or armor worn by the creature to accommodate these additional arms; when the duration ends the creature&#39;s clothing and armor return to normal.<br \/>The arms grant the subject two primary claw attacks.<br \/>A hit from one of the claws deals slashing damage equal to 1d6 points (1d4 if Small) plus the creature&#39;s Strength modifier.<br \/>The claws cannot be used to wield weapons or manipulate objects.<br \/>Since the claws are primary attacks, you can attack with them in addition to making your weapon attacks without penalty.<br \/>The claws count as magic weapons for the purpose of overcoming damage reduction.<br \/>If both claw attacks hit the same target, the arms can rend the target for extra damage equal to 2d6 points plus 1-1\/2 times the subject&#39;s Strength modifier.<br \/>Multiple castings of arms of plenty on a creature do not stack; the duration simply resets.<br \/>Material Component: A xill&#39;s claw.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"Water in a volume of 100 ft.\/level by 100 ft.\/level by 10 ft.\/level (S)","duration":"Permanent; see text","saving_throw":"None; see text","spell_resistance":"No","description":"The caster makes water (or other liquid) foul and mildly poisonous.\nAll creatures with 1 Hit Die or less that are in the water at the time of the casting die immediately.\nAnyone drinking this water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage.\nAny creature with 2 or more Hit Dice immersed in this water must make a saving throw as if drinking it.\nIf the caster affects only part of a larger body of water, the befouled water mixes with the pure water.\nIf the entire body of water is no more than four times the size of the affected area, all the water in the body of water is befouled 24 hours later, but the damage from drinking or swimming in the water is only 1d2 points of Constitution damage.\nIf the body of water is more than four times the affected area but less than twenty times the affected area, after 24 hours all of the water tastes foul but has no damaging effect.\nIf the entire body is larger than twenty times the affected area, fouled water mixes with the clean water and loses all effect after 24 hours.\nMaterial Components: A dead fish and a drop of poison.","short_description":"The caster makes water (or other liquid) foul and mildly poisonous.","material_components":"0","name":"Befoul","level":"Cleric 8","full_text":"<div><p><h5>Befoul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes water (or other liquid) foul and mildly poisonous.<br \/>All creatures with 1 Hit Die or less that are in the water at the time of the casting die immediately.<br \/>Anyone drinking this water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage.<br \/>Any creature with 2 or more Hit Dice immersed in this water must make a saving throw as if drinking it.<br \/>If the caster affects only part of a larger body of water, the befouled water mixes with the pure water.<br \/>If the entire body of water is no more than four times the size of the affected area, all the water in the body of water is befouled 24 hours later, but the damage from drinking or swimming in the water is only 1d2 points of Constitution damage.<br \/>If the body of water is more than four times the affected area but less than twenty times the affected area, after 24 hours all of the water tastes foul but has no damaging effect.<br \/>If the entire body is larger than twenty times the affected area, fouled water mixes with the clean water and loses all effect after 24 hours.<br \/>Material Components: A dead fish and a drop of poison.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"100 ft.\/level radius","duration":"Instantaneous","saving_throw":"Fortitude partial (plants) or Fortitude negates (other living creatures)","spell_resistance":"Yes","description":"The caster blights and corrupts a vast area of land.\nPlants with 1 Hit Die or less shrivel and die, and the ground cannot support such plant life ever again.\nPlants with more than 1 Hit Die must succeed on a Fortitude saving throw or die.\nEven those successful on their saves take 5d6 points of damage.\nAll living creatures in the area other than plants (and the caster) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage.\nUnattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage (this damage bypasses any remaining hardness).\nOnly the effects of multiple wish or miracle spells can undo the lasting effect of this spell.\nMaterial Component: Corpse of a freshly dead or preserved living creature.","short_description":"The caster blights and corrupts a vast area of land.","material_components":"0","name":"Despoil","level":"Cleric 9","full_text":"<div><p><h5>Despoil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (plants) or Fortitude negates (other living creatures)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster blights and corrupts a vast area of land.<br \/>Plants with 1 Hit Die or less shrivel and die, and the ground cannot support such plant life ever again.<br \/>Plants with more than 1 Hit Die must succeed on a Fortitude saving throw or die.<br \/>Even those successful on their saves take 5d6 points of damage.<br \/>All living creatures in the area other than plants (and the caster) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage.<br \/>Unattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage (this damage bypasses any remaining hardness).<br \/>Only the effects of multiple wish or miracle spells can undo the lasting effect of this spell.<br \/>Material Component: Corpse of a freshly dead or preserved living creature.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time.\nWhile incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities.\nEven when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).\nYou can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.\nTsochar spellcasters sometimes use this spell to quickly exit an inhabited creature without causing damage to the victim.\nYou cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.\nCasting this spell is an immediate action.\nYou can cast it even when it's not your turn.\nYou can only take one swift, immediate, or quickened action per turn.","short_description":"By altering the essential nature of the matter composing your body, you make yourself incorporeal for...","material_components":"0","name":"Permeable Form","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Permeable Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time.<br \/>While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities.<br \/>Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).<br \/>You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.<br \/>Tsochar spellcasters sometimes use this spell to quickly exit an inhabited creature without causing damage to the victim.<br \/>You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.<br \/>Casting this spell is an immediate action.<br \/>You can cast it even when it&#39;s not your turn.<br \/>You can only take one swift, immediate, or quickened action per turn.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell causes a powerful transformation in the target creature.\nOutwardly, the target doesn't appear any different.\nOn the inside, the creature's internal organs constantly seethe and slither about, and actively avoid being struck at by weapons.\nFor the duration of the spell, the target is immune to extra damage from critical hits and sneak attacks.\nAdditionally, the target takesminimum possible damage from falls and gains a +4 enhancement bonus on all saving throws against poison, disease, and paralysis.","short_description":"This spell causes a powerful transformation in the target creature.","material_components":"0","name":"Undulant Innards","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Undulant Innards<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a powerful transformation in the target creature.<br \/>Outwardly, the target doesn&#39;t appear any different.<br \/>On the inside, the creature&#39;s internal organs constantly seethe and slither about, and actively avoid being struck at by weapons.<br \/>For the duration of the spell, the target is immune to extra damage from critical hits and sneak attacks.<br \/>Additionally, the target takesminimum possible damage from falls and gains a +4 enhancement bonus on all saving throws against poison, disease, and paralysis.<\/p><\/p>Reference: Lords of Madness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless the spell normally requires a focus or an expensive material component (any component worth more than 1 gp). If the spell does require a focus or an expensive component, you can still whispercast it as long as you have the focus or expensive component on your person--the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to handle or manipulate it.\n\nIf you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.\n\nCasting this spell is a swift action. It does not require a move action or standard action, but you can take only one swift, immediate, or quickened action per turn. \n\nTsochari spellcasters use this spell to permit spellcasting while they inhabit other creatures. It is also useful for grappled spellcasters.","short_description":"The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lo...","material_components":"0","name":"Whispercast","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Whispercast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless the spell normally requires a focus or an expensive material component (any component worth more than 1 gp). If the spell does require a focus or an expensive component, you can still whispercast it as long as you have the focus or expensive component on your person&#8212;the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to handle or manipulate it.<\/p>\n\n\t<p>If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.<\/p>\n\n\t<p>Casting this spell is a swift action. It does not require a move action or standard action, but you can take only one swift, immediate, or quickened action per turn. <\/p>\n\n\t<p>Tsochari spellcasters use this spell to permit spellcasting while they inhabit other creatures. It is also useful for grappled spellcasters.<\/p><\/p>Reference: Lords of Madness 129<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 round\/level (D)","saving_throw":"No","spell_resistance":"None","description":"By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural shadows and hampers magical darkness.\nAny creature attempting to cast a spell from the shadow subschool or a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + your caster level), or the spell fails.\nAreas of magical darkness originating from 3rd-level or lower spells and effects are temporarily suppressed when overlapping with an aura of the sun.\nCreatures that take penalties in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive energy damage at the end of its turn every round that it spends within the spell's area.\nFurthermore, any creature attempting to hide within the aura takes a -4 penalty on Hide checks.\nThis effect is centered on you and moves with you.\nAnyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.","short_description":"By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates nat...","material_components":"0","name":"Aura of the Sun","level":"Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Aura of the Sun<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><\/table><p>\t<p>By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural shadows and hampers magical darkness.<br \/>Any creature attempting to cast a spell from the shadow subschool or a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + your caster level), or the spell fails.<br \/>Areas of magical darkness originating from 3rd-level or lower spells and effects are temporarily suppressed when overlapping with an aura of the sun.<br \/>Creatures that take penalties in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive energy damage at the end of its turn every round that it spends within the spell&#39;s area.<br \/>Furthermore, any creature attempting to hide within the aura takes a -4 penalty on Hide checks.<br \/>This effect is centered on you and moves with you.<br \/>Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Until expended or 10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"Though this spell was originally created by the phaerimms, it has since been stolen by spellcasters of other races and can now be found in grimoires across Faer\u00fbn.\nBackblast protects you in the same manner as the spell turning spell, except that it turns only spells with the fire descriptor that are targeted on you.\nEffect and area spells are unaffected, as is any spell with a range of touch.\nThe DM secretly rolls 1d4+2 to determine the total number of spell levels that can be turned.\nBackblast otherwise follows the rules for the spell turning spell.\nIn addition to the above, backblast grants you fire resistance 10.\nThis effect persists until the end of the round in which the spell turning effect ends.","short_description":"Though this spell was originally created by the phaerimms, it has since been stolen by spellcasters o...","material_components":"0","name":"Backblast","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Backblast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until expended or 10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Though this spell was originally created by the phaerimms, it has since been stolen by spellcasters of other races and can now be found in grimoires across Faer\u00fbn.<br \/>Backblast protects you in the same manner as the spell turning spell, except that it turns only spells with the fire descriptor that are targeted on you.<br \/>Effect and area spells are unaffected, as is any spell with a range of touch.<br \/>The DM secretly rolls 1d4+2 to determine the total number of spell levels that can be turned.<br \/>Backblast otherwise follows the rules for the spell turning spell.<br \/>In addition to the above, backblast grants you fire resistance 10.<br \/>This effect persists until the end of the round in which the spell turning effect ends.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You surround the subject with a brilliant violet glow that grants temporary immunity to poisons and diseases.\nNezram's amethyst aura absorbs all poisons and diseases that target the subject for the duration of the spell, regardless of how they are delivered.\nAny weapon or natural attack normally used to deliver a poison or disease (such as a mummy's touch or a snake's bite) still deals the normal amount of hit point damage, but the poison or disease is blocked.\nThis spell does not reverse or prevent the effects of poison and disease in a subject already affected by one or both at the time of casting.\nArcane Material Component: A pinch of amethyst dust.","short_description":"You surround the subject with a brilliant violet glow that grants temporary immunity to poisons and d...","material_components":"0","name":"Nezram's Amethyst Aura","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Nezram's Amethyst Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You surround the subject with a brilliant violet glow that grants temporary immunity to poisons and diseases.<br \/>Nezram&#39;s amethyst aura absorbs all poisons and diseases that target the subject for the duration of the spell, regardless of how they are delivered.<br \/>Any weapon or natural attack normally used to deliver a poison or disease (such as a mummy&#39;s touch or a snake&#39;s bite) still deals the normal amount of hit point damage, but the poison or disease is blocked.<br \/>This spell does not reverse or prevent the effects of poison and disease in a subject already affected by one or both at the time of casting.<br \/>Arcane Material Component: A pinch of amethyst dust.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You coat the subject with protective energy of an emerald green hue.\nThis energy shield does not affect the subject's movement, senses, or ability to cast spells.\nWhile surrounded by this energy, the subject is immune to any natural or magical effect that causes deafness and to all language-dependent, mind-affecting spells and effects.\nThe subject also gains sonic resistance 10 and a +4 bonus on saves against all spells and effects with the sonic descriptor to which it has not already been rendered immune.\nArcane Material Component: A pinch of powdered emerald.","short_description":"You coat the subject with protective energy of an emerald green hue.","material_components":"0","name":"Nezram's Emerald Energy Shield","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Nezram's Emerald Energy Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You coat the subject with protective energy of an emerald green hue.<br \/>This energy shield does not affect the subject&#39;s movement, senses, or ability to cast spells.<br \/>While surrounded by this energy, the subject is immune to any natural or magical effect that causes deafness and to all language-dependent, mind-affecting spells and effects.<br \/>The subject also gains sonic resistance 10 and a +4 bonus on saves against all spells and effects with the sonic descriptor to which it has not already been rendered immune.<br \/>Arcane Material Component: A pinch of powdered emerald.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You create a levitating, square screen of fluid blue force approximately 5 feet on a side and 1 inch thick.\nThis screen responds immediately to spells and physical attacks that target you, moving with you and flowing freely around your body to protect you from specific attacks.\nIn addition to providing the effect of a shield spell, Nezram's sapphire screen of shielding also gives you damage reduction 10\/magic.\nArcane Focus: A sapphire worth at least 250 gp.","short_description":"You create a levitating, square screen of fluid blue force approximately 5 feet on a side and 1 inch ...","material_components":"0","name":"Nezram's Sapphire Screen of Shielding","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Nezram's Sapphire Screen of Shielding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You create a levitating, square screen of fluid blue force approximately 5 feet on a side and 1 inch thick.<br \/>This screen responds immediately to spells and physical attacks that target you, moving with you and flowing freely around your body to protect you from specific attacks.<br \/>In addition to providing the effect of a shield spell, Nezram&#39;s sapphire screen of shielding also gives you damage reduction 10\/magic.<br \/>Arcane Focus: A sapphire worth at least 250 gp.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"This potent spell opens your senses to the Weave, allowing you to perceive its very fabric as clearly as you might see the trees in a forest while standing in the heart of it.\nWhen a spell is cast, you can visually observe its effects on the Weave.\nThanks to this heightened understanding, you can use the counterspell action to do much more than merely counter another caster's spell.\nSrinshee's spell shift grants you a +4 insight bonus on Spellcraft checks made to identify spells for counterspelling.\nFurthermore, instead of simply negating the effect of a spell you successfully counter, you can choose from among the following options as long as Srinshee's spell shift lasts.\nAid: You can boost the effectiveness of an ally's spell by applying any one metamagic feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen Spell.\nTo use this option, you must expend a spell slot (or sacrifice a prepared spell) whose spell level equals or exceeds that of the ally's spell with the desired metamagic feat applied.\nFor example, empowering an ally's fireball would require you to expend a 5th-level or higher spell slot.\nManipulate: You can seize control of the spell's range, area, or targets, as appropriate, and reshape these factors as you choose.\nFor example, you could cause an enemy wizard's fireball to explode at his feet, or you could cause his haste spell to target your allies within the area he has specified.\nOnly one property of the spell, chosen from among those that the caster can normally designate, can be manipulated in this manner.\nFor example, you could not choose the targets of a sleep spell because the targets affected are determined by the spell itself, not the caster.\nBacklash: You counter the spell as normal, but your opponent must succeed on a Fortitude save or be stunned for 1d6 rounds.","short_description":"This potent spell opens your senses to the Weave, allowing you to perceive its very fabric as clearly...","material_components":"0","name":"Srinshee's Spell Shift","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Srinshee's Spell Shift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This potent spell opens your senses to the Weave, allowing you to perceive its very fabric as clearly as you might see the trees in a forest while standing in the heart of it.<br \/>When a spell is cast, you can visually observe its effects on the Weave.<br \/>Thanks to this heightened understanding, you can use the counterspell action to do much more than merely counter another caster&#39;s spell.<br \/>Srinshee&#39;s spell shift grants you a +4 insight bonus on Spellcraft checks made to identify spells for counterspelling.<br \/>Furthermore, instead of simply negating the effect of a spell you successfully counter, you can choose from among the following options as long as Srinshee&#39;s spell shift lasts.<br \/>Aid: You can boost the effectiveness of an ally&#39;s spell by applying any one metamagic feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen Spell.<br \/>To use this option, you must expend a spell slot (or sacrifice a prepared spell) whose spell level equals or exceeds that of the ally&#39;s spell with the desired metamagic feat applied.<br \/>For example, empowering an ally&#39;s fireball would require you to expend a 5th-level or higher spell slot.<br \/>Manipulate: You can seize control of the spell&#39;s range, area, or targets, as appropriate, and reshape these factors as you choose.<br \/>For example, you could cause an enemy wizard&#39;s fireball to explode at his feet, or you could cause his haste spell to target your allies within the area he has specified.<br \/>Only one property of the spell, chosen from among those that the caster can normally designate, can be manipulated in this manner.<br \/>For example, you could not choose the targets of a sleep spell because the targets affected are determined by the spell itself, not the caster.<br \/>Backlash: You counter the spell as normal, but your opponent must succeed on a Fortitude save or be stunned for 1d6 rounds.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30-ft.-radius emanation","duration":"1 minute\/level or until discharged (D)","saving_throw":"See text","spell_resistance":"See text","description":"This spell creates a small, glowing sphere of amber light at a point you designate.\nAny effect that deals electricity damage (such as a lightning bolt or a blue dragon's breath weapon) that passes within 30 feet of the storm shield is attracted to it and strikes the shield instead of its intended target.\nIn the case of area spells such as lightning bolt, this redirection occurs if any portion of the spell's area is within 30 feet of the storm shield.\nIn such a case, the entire effect is drawn to the storm shield,\nand all creatures or objects that otherwise would have been in the spell's area remain unharmed.\nThe storm shield takes full damage (no saving throw) from any effect drawn into it.\nThe shield can absorb up to 20 points of electricity damage per caster level before dissipating.\nAny remaining damage is applied to all creatures within 10 feet of the storm shield's position (Reflex half; spell resistance applies).\nFor example, suppose a storm shield cast by a 5th-level cleric has already absorbed 78 points of electricity damage when it is struck by a lightning bolt that deals 45 points of damage.\nThe first 22 points of damage is enough to destroy the storm shield, so every creature within 10 feet of it takes 23 points of electricity damage (or 11 with a successful save).\nMaterial Component: A small chip of amber.","short_description":"This spell creates a small, glowing sphere of amber light at a point you designate.","material_components":"0","name":"Storm Shield","level":"Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Storm Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a small, glowing sphere of amber light at a point you designate.<br \/>Any effect that deals electricity damage (such as a lightning bolt or a blue dragon&#39;s breath weapon) that passes within 30 feet of the storm shield is attracted to it and strikes the shield instead of its intended target.<br \/>In the case of area spells such as lightning bolt, this redirection occurs if any portion of the spell&#39;s area is within 30 feet of the storm shield.<br \/>In such a case, the entire effect is drawn to the storm shield,<br \/>and all creatures or objects that otherwise would have been in the spell&#39;s area remain unharmed.<br \/>The storm shield takes full damage (no saving throw) from any effect drawn into it.<br \/>The shield can absorb up to 20 points of electricity damage per caster level before dissipating.<br \/>Any remaining damage is applied to all creatures within 10 feet of the storm shield&#39;s position (Reflex half; spell resistance applies).<br \/>For example, suppose a storm shield cast by a 5th-level cleric has already absorbed 78 points of electricity damage when it is struck by a lightning bolt that deals 45 points of damage.<br \/>The first 22 points of damage is enough to destroy the storm shield, so every creature within 10 feet of it takes 23 points of electricity damage (or 11 with a successful save).<br \/>Material Component: A small chip of amber.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 standard action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"24 hours or until discharged","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell confers either a protection or a curse (your choice at the time of casting) upon a single living creature.\nThe effects of the two options are as follows.\nProtection: The subject gains a +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus\non the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth.\nCurse: The subject takes a -4 penalty on the first saving throw made after the spell is cast, a -3 penalty on the second saving throw, a -2 penalty on the third, and a -1 penalty on the fourth.\nTyche's touch lasts for 24 hours or until its power is exhausted (after the fourth saving throw).\nOnly one Tyche's touch spell can affect a given creature at one time.\nTyche's touch spells automatically counter and dispel each other if cast on the same creature, regardless of how many saving throws the first casting of the spell has already affected.\nIn recent years, both Beshaba and Tymora have been known to grant Tyche's touch.","short_description":"This spell confers either a protection or a curse (your choice at the time of casting) upon a single ...","material_components":"0","name":"Tyche's Touch","level":"Cleric 2","full_text":"<div><p><h5>Tyche's Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell confers either a protection or a curse (your choice at the time of casting) upon a single living creature.<br \/>The effects of the two options are as follows.<br \/>Protection: The subject gains a +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus<br \/>on the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth.<br \/>Curse: The subject takes a -4 penalty on the first saving throw made after the spell is cast, a -3 penalty on the second saving throw, a -2 penalty on the third, and a -1 penalty on the fourth.<br \/>Tyche&#39;s touch lasts for 24 hours or until its power is exhausted (after the fourth saving throw).<br \/>Only one Tyche&#39;s touch spell can affect a given creature at one time.<br \/>Tyche&#39;s touch spells automatically counter and dispel each other if cast on the same creature, regardless of how many saving throws the first casting of the spell has already affected.<br \/>In recent years, both Beshaba and Tymora have been known to grant Tyche&#39;s touch.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You create a translucent, protective field of force (+8 armor bonus) around the subject.\nIn addition, the subject becomes immune to 2nd-level or lower spells with the force descriptor and gains damage reduction 5\/magic.\nUnlike mundane armor, the force armor created by mailed might of the magelords has no armor check penalty or arcane spell failure chance, and it mandates no speed reduction.\nFurthermore, since the armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.\nArcane Material Component: A miniature adamantine shield worth at least 250 gp.","short_description":"You create a translucent, protective field of force (+8 armor bonus) around the subject.","material_components":"0","name":"Mailed Might of the Magelords","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Mailed Might of the Magelords<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You create a translucent, protective field of force (+8 armor bonus) around the subject.<br \/>In addition, the subject becomes immune to 2nd-level or lower spells with the force descriptor and gains damage reduction 5\/magic.<br \/>Unlike mundane armor, the force armor created by mailed might of the magelords has no armor check penalty or arcane spell failure chance, and it mandates no speed reduction.<br \/>Furthermore, since the armor is made of force, incorporeal creatures can&#39;t bypass it the way they do normal armor.<br \/>Arcane Material Component: A miniature adamantine shield worth at least 250 gp.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"One disk","area":"","duration":"Permanent until discharged (D)","saving_throw":"See text","spell_resistance":"See text","description":"This spell conjures a small disk, about 1 foot in diameter and 1 inch thick, made of a material that resembles rose-tinted eggshell.\nOnce you summon a disk, a single spell of up to 5th level can be cast into it, either by you or by another spellcaster.\nIf no spell is cast into the disk within 10 minutes of its creation, it vanishes into nothingness and the spell is wasted.\nThe disk stores an imbued spell indefinitely until it is shattered (a standard action requiring only 1 point of damage or a DC 5 Strength check).\nAt that point, the spell immediately takes effect as if it had just been cast by the spellcaster who first placed it in the disk.\nTouch-range spells and spells that have specific targets (such as cause critical wounds or expeditious retreat) are targeted upon the creature or object that shattered the disk, while area and effect spells are triggered as though the broken disk were the spell's point of origin.\nFor example, a stored fireball would detonate in a 20-foot-radius sphere centered on the disk, whereas a flame blade would appear in the hand of the creature that shattered the disk.\nIf the spell stored in the disk does not have a valid target (such as a disk imbued with cause critical wounds that is broken by a falling rock), the spell simply fails to manifest and is wasted.\nMaterial Component: A golden egg worth 200 gp.","short_description":"This spell conjures a small disk, about 1 foot in diameter and 1 inch thick, made of a material that ...","material_components":"0","name":"Shalantha's Delicate Disk","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Shalantha's Delicate Disk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One disk<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures a small disk, about 1 foot in diameter and 1 inch thick, made of a material that resembles rose-tinted eggshell.<br \/>Once you summon a disk, a single spell of up to 5th level can be cast into it, either by you or by another spellcaster.<br \/>If no spell is cast into the disk within 10 minutes of its creation, it vanishes into nothingness and the spell is wasted.<br \/>The disk stores an imbued spell indefinitely until it is shattered (a standard action requiring only 1 point of damage or a DC 5 Strength check).<br \/>At that point, the spell immediately takes effect as if it had just been cast by the spellcaster who first placed it in the disk.<br \/>Touch-range spells and spells that have specific targets (such as cause critical wounds or expeditious retreat) are targeted upon the creature or object that shattered the disk, while area and effect spells are triggered as though the broken disk were the spell&#39;s point of origin.<br \/>For example, a stored fireball would detonate in a 20-foot-radius sphere centered on the disk, whereas a flame blade would appear in the hand of the creature that shattered the disk.<br \/>If the spell stored in the disk does not have a valid target (such as a disk imbued with cause critical wounds that is broken by a falling rock), the spell simply fails to manifest and is wasted.<br \/>Material Component: A golden egg worth 200 gp.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Scepter of light","area":"","duration":"1 round\/level [D]","saving_throw":"None","spell_resistance":"No","description":"You conjure a radiant, macelike scepter of solid light, approximately 3 feet long and 1 inch in diameter, with a dazzling, spherical ball measuring 5 inches in diameter at one end.\nThe sun scepter functions as a physical weapon that deals 2d6 points of bludgeoning damage and has the axiomatic, disruption, and flaming burst special abilities.\nYou can strike with it as a melee touch attack.\nThe sun scepter lasts only as long as you hold it in your hand; it instantly fades away if you drop it or hand it off to an ally.","short_description":"You conjure a radiant, macelike scepter of solid light, approximately 3 feet long and 1 inch in diame...","material_components":"0","name":"Sun Scepter","level":"Cleric 6","full_text":"<div><p><h5>Sun Scepter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Scepter of light<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level [D]<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a radiant, macelike scepter of solid light, approximately 3 feet long and 1 inch in diameter, with a dazzling, spherical ball measuring 5 inches in diameter at one end.<br \/>The sun scepter functions as a physical weapon that deals 2d6 points of bludgeoning damage and has the axiomatic, disruption, and flaming burst special abilities.<br \/>You can strike with it as a melee touch attack.<br \/>The sun scepter lasts only as long as you hold it in your hand; it instantly fades away if you drop it or hand it off to an ally.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Mulhorandi priests have used this spell for millennia to select humans of the purest Mulan bloodlines to follow the path of the glorious servant.\nWhen you cast this spell, you learn the basic ancestry of the subject creature.\nThe information revealed includes the subject's type, race, subrace, and all subtypes the creature possesses.","short_description":"Mulhorandi priests have used this spell for millennia to select humans of the purest Mulan bloodlines...","material_components":"0","name":"Know Bloodline","level":"Cleric 3","full_text":"<div><p><h5>Know Bloodline<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Mulhorandi priests have used this spell for millennia to select humans of the purest Mulan bloodlines to follow the path of the glorious servant.<br \/>When you cast this spell, you learn the basic ancestry of the subject creature.<br \/>The information revealed includes the subject&#39;s type, race, subrace, and all subtypes the creature possesses.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"1 creature","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell, commonly used by the armathors of Myth Drannor in the apprehension of criminals, snares the target in a tangle of invisible, razor-sharp briars of mystical energy.\nThe affected creature suffers no ill effects as long as it does not attempt to move, attack, cast a spell with material or somatic components, or perform any other action that requires movement.\nDuring any round in which the target moves in any fashion, however, it takes 1d8 points of damage (no save).\nDamage from the spell disrupts spellcasting; a subject that attempts to cast a spell with a material or somatic component must make a Concentration check (DC 10 + spell level + damage dealt) or lose the spell.\nMaterial Component: A drop of blood.","short_description":"This spell, commonly used by the armathors of Myth Drannor in the apprehension of criminals, snares t...","material_components":"0","name":"Bloodbriars","level":"Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Bloodbriars<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell, commonly used by the armathors of Myth Drannor in the apprehension of criminals, snares the target in a tangle of invisible, razor-sharp briars of mystical energy.<br \/>The affected creature suffers no ill effects as long as it does not attempt to move, attack, cast a spell with material or somatic components, or perform any other action that requires movement.<br \/>During any round in which the target moves in any fashion, however, it takes 1d8 points of damage (no save).<br \/>Damage from the spell disrupts spellcasting; a subject that attempts to cast a spell with a material or somatic component must make a Concentration check (DC 10 + spell level + damage dealt) or lose the spell.<br \/>Material Component: A drop of blood.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"1-ft.-diameter\/level sphere, centered around a creature","area":"","duration":"1 round\/level (D)","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"This spell functions like Otiluke's resilient sphere, except that the sphere painfully constricts the target, hampering her movements and breathing.\nThe target is entangled and takes 3d6 points of nonlethal damage per round as the sphere contracts.\nIf the target is rendered unconscious, any remaining damage from the crushing sphere is lethal damage.\nMaterial Component: An eggshell, which is crushed as the spell is cast.","short_description":"This spell functions like Otiluke's resilient sphere, except that the sphere painfully constricts the...","material_components":"0","name":"Crushing Sphere","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Crushing Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1-ft.-diameter\/level sphere, centered around a creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Otiluke&#39;s resilient sphere, except that the sphere painfully constricts the target, hampering her movements and breathing.<br \/>The target is entangled and takes 3d6 points of nonlethal damage per round as the sphere contracts.<br \/>If the target is rendered unconscious, any remaining damage from the crushing sphere is lethal damage.<br \/>Material Component: An eggshell, which is crushed as the spell is cast.<\/p><\/p>Reference: Lost Empires of Faerun<\/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":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your target.\nA ray of resurgence has the following three effects on the target.\n* Restores up to 1 point per caster level (maximum 5 points) of Strength damage.\n* Negates any Strength penalties affecting the target, to a total of 1d6 +1 per caster level (maximum 1d6+5).\n* Makes an exhausted target fatigued, or removes the fatigued condition from a target affected by it.","short_description":"A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your targe...","material_components":"0","name":"Ray of Resurgence","level":"Cleric 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Ray of Resurgence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your target.<br \/>A ray of resurgence has the following three effects on the target.\n\t<ul>\n\t\t<li>Restores up to 1 point per caster level (maximum 5 points) of Strength damage.<\/li>\n\t\t<li>Negates any Strength penalties affecting the target, to a total of 1d6 +1 per caster level (maximum 1d6+5).<\/li>\n\t\t<li>Makes an exhausted target fatigued, or removes the fatigued condition from a target affected by it.<\/li>\n\t<\/ul><\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"A violent burst of sand and howling wind streams forth from your hand, extending outward in a cone.\nEvery creature and object within the cone takes 6d8 points of damage and is subjected to winds of hurricane force that blow directly away from you.\nThese winds blow away Medium or smaller creatures, knock down Large creatures, and check Huge or larger creatures.\n(See Table 3-24: Wind Effects, page 95 of the Dungeon Master's Guide).\nAny creature that succeeds on a Fortitude save takes half damage from the sandblast and ignores the wind effect.\nMaterial Component: A handful of sand from the heart of a desert.","short_description":"A violent burst of sand and howling wind streams forth from your hand, extending outward in a cone.","material_components":"0","name":"Sandblast","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Sandblast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A violent burst of sand and howling wind streams forth from your hand, extending outward in a cone.<br \/>Every creature and object within the cone takes 6d8 points of damage and is subjected to winds of hurricane force that blow directly away from you.<br \/>These winds blow away Medium or smaller creatures, knock down Large creatures, and check Huge or larger creatures.<br \/>(See Table 3-24: Wind Effects, page 95 of the Dungeon Master&#39;s Guide).<br \/>Any creature that succeeds on a Fortitude save takes half damage from the sandblast and ignores the wind effect.<br \/>Material Component: A handful of sand from the heart of a desert.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"One creature\/three levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"Created by a court mage serving the Stag King of Athalantar, this spell provides you with a bit of breathing room when you are threatened by swarming foes.\nWhen you cast the spell, you project a blast of concentric force that pushes away creatures surrounding you.\nEach creature is affected as if it had been subjected to a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (maximum 25), and the attacker had moved with the target (though you need not move at all).\nMovement caused by this spell provokes attacks of opportunity, just as the movement resulting from a normal bull rush would.\nCreatures grappling you are not affected by this spell.","short_description":"Created by a court mage serving the Stag King of Athalantar, this spell provides you with a bit of br...","material_components":"0","name":"Theskyn's Hearty Heave","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Theskyn's Hearty Heave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Created by a court mage serving the Stag King of Athalantar, this spell provides you with a bit of breathing room when you are threatened by swarming foes.<br \/>When you cast the spell, you project a blast of concentric force that pushes away creatures surrounding you.<br \/>Each creature is affected as if it had been subjected to a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (maximum 25), and the attacker had moved with the target (though you need not move at all).<br \/>Movement caused by this spell provokes attacks of opportunity, just as the movement resulting from a normal bull rush would.<br \/>Creatures grappling you are not affected by this spell.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"","effect":"30-ft.-long tentacle extending from your hand","area":"","duration":"Concentration, to a maximum of 1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell creates a shadowy tentacle of energy that extends 30 feet from your hand, splitting off into three smaller tentacles about 10 feet from its end.\nEach of these smaller tentacles ends in a fanged, slavering maw.\nAll three of these mouths can be directed to attack as a full-round action, or one of them can attack as a standard action.\nYou can direct the mouths to attack separate targets as long as all targets are within 10 feet of each other.\nEach mouth strikes with an attack bonus equal to your caster level plus the modifier for the ability score that controls your spellcasting, and each deals 2d6 points of damage on a successful hit.\nBecause the mouths are tangible, they can be destroyed.\nEach has an AC of 15 and hit points equal to 10 + your caster level.\nIf a mouth is destroyed, it fades away into nothingness, but the other mouths remain.\nIf all the mouths are destroyed, the spell's duration ends.\nThe main tentacle cannot be attacked.\nMaterial Component: Three hairs and a tooth.","short_description":"This spell creates a shadowy tentacle of energy that extends 30 feet from your hand, splitting off in...","material_components":"0","name":"Toothed Tentacle","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Toothed Tentacle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>30-ft.-long tentacle extending from your hand<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, to a maximum of 1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a shadowy tentacle of energy that extends 30 feet from your hand, splitting off into three smaller tentacles about 10 feet from its end.<br \/>Each of these smaller tentacles ends in a fanged, slavering maw.<br \/>All three of these mouths can be directed to attack as a full-round action, or one of them can attack as a standard action.<br \/>You can direct the mouths to attack separate targets as long as all targets are within 10 feet of each other.<br \/>Each mouth strikes with an attack bonus equal to your caster level plus the modifier for the ability score that controls your spellcasting, and each deals 2d6 points of damage on a successful hit.<br \/>Because the mouths are tangible, they can be destroyed.<br \/>Each has an AC of 15 and hit points equal to 10 + your caster level.<br \/>If a mouth is destroyed, it fades away into nothingness, but the other mouths remain.<br \/>If all the mouths are destroyed, the spell&#39;s duration ends.<br \/>The main tentacle cannot be attacked.<br \/>Material Component: Three hairs and a tooth.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"You fire a ray of black energy that drastically slows down the rate at which the subject can recover hit points.\nAny creature attempting to restore hit points to the subject by means of any sort of healing magic must succeed on a caster level check (DC 15 + your caster level), or the healing effect fails.\nA subject with fast healing or a regeneration ability must make a Fortitude save at the beginning of its turn each round.\nFailure indicates that the ability does not function in that round.","short_description":"You fire a ray of black energy that drastically slows down the rate at which the subject can recover ...","material_components":"0","name":"Ebon Ray of Doom","level":"Assassin 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ebon Ray of Doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fire a ray of black energy that drastically slows down the rate at which the subject can recover hit points.<br \/>Any creature attempting to restore hit points to the subject by means of any sort of healing magic must succeed on a caster level check (DC 15 + your caster level), or the healing effect fails.<br \/>A subject with fast healing or a regeneration ability must make a Fortitude save at the beginning of its turn each round.<br \/>Failure indicates that the ability does not function in that round.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Stone or stone object touched, up to 1 cu. ft.\/level","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You cause a rock or section of stone to become transparent.\nThis spell affects naturally occurring stone, ore, gemstones in the rough, and even worked stone such as a statue or tunnel wall, but not worked metals, cut gems, or fabricated stone materials such as brick or concrete.\nVisibility through the affected stone is perfectly clear and limited only by the available light or by objects and creatures embedded in the stone (such as a creature using meld into stone).\nClearstone grants line of sight, but not line of effect, through the affected stone.\nThis spell does not change a stone's hardness or other qualities in any way.\nClearstone can be made permanent using permanency (minimum caster level 11th, 1,500 XP).\nArcane Material Component: A small, flat piece of glass.","short_description":"You cause a rock or section of stone to become transparent.","material_components":"0","name":"Clearstone","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Clearstone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a rock or section of stone to become transparent.<br \/>This spell affects naturally occurring stone, ore, gemstones in the rough, and even worked stone such as a statue or tunnel wall, but not worked metals, cut gems, or fabricated stone materials such as brick or concrete.<br \/>Visibility through the affected stone is perfectly clear and limited only by the available light or by objects and creatures embedded in the stone (such as a creature using meld into stone).<br \/>Clearstone grants line of sight, but not line of effect, through the affected stone.<br \/>This spell does not change a stone&#39;s hardness or other qualities in any way.<br \/>Clearstone can be made permanent using permanency (minimum caster level 11th, 1,500 XP).<br \/>Arcane Material Component: A small, flat piece of glass.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, AF","casting_time":"1 standard action","range":"Touch","target":"One musical instrument","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"By means of this spell, you can cause one musical instrument you touch to float a few feet above the ground and play itself.\nThe instrument must be intact and in playable condition (no missing strings, clogged mouthpieces, or other impediments to proper use).\nThe instrument plays any tune you desire as though a skilled musician were playing it, regardless of whether you can play the instrument in question.\nIf used in conjunction with your bardic music ability, the ghost pipes grant a +2 competence bonus on your Perform check.\nFocus: The instrument to be played.","short_description":"By means of this spell, you can cause one musical instrument you touch to float a few feet above the ...","material_components":"0","name":"Ghost Pipes","level":"Bard 1","full_text":"<div><p><h5>Ghost Pipes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell, you can cause one musical instrument you touch to float a few feet above the ground and play itself.<br \/>The instrument must be intact and in playable condition (no missing strings, clogged mouthpieces, or other impediments to proper use).<br \/>The instrument plays any tune you desire as though a skilled musician were playing it, regardless of whether you can play the instrument in question.<br \/>If used in conjunction with your bardic music ability, the ghost pipes grant a +2 competence bonus on your Perform check.<br \/>Focus: The instrument to be played.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"1 hour","range":"Touch","target":"One humanoid with Int 4 or higher","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You turn the subject into a half-fiend by imbuing it with the essence of the infernal planes.\nThe subject can have no more character levels than you do, and it must either be willing to undergo the transformation or be restrained in some manner.\nUpon completion of the spell, the subject can attempt a Will save to avoid gaining the half-fiend template (see page 147 of the Monster Manual).\nIn addition, the subject's type changes to outsider, and the moral component of its alignment changes to evil.\nFor the purpose of this spell, treat the half-fiend template as an acquired template rather than an inherited one.\nThe newly created half-fiend also gains a +4 level adjustment, raising the XP required for it to achieve its next character level.\nFor example, a 5th-level sorcerer who becomes a half-fiend by means of this spell becomes a 9th-level character who needs 45,000 XP to gain his sixth class level.\nYou cannot cast Nar fiendbond on yourself.\nArcane Material Component: Precious gems with a total value equal to the XP cost of the spell.\nXP Cost: 500 XP per character level of the half-fiend created.","short_description":"You turn the subject into a half-fiend by imbuing it with the essence of the infernal planes.","material_components":"0","name":"Nar Fiendbond","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Nar Fiendbond<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You turn the subject into a half-fiend by imbuing it with the essence of the infernal planes.<br \/>The subject can have no more character levels than you do, and it must either be willing to undergo the transformation or be restrained in some manner.<br \/>Upon completion of the spell, the subject can attempt a Will save to avoid gaining the half-fiend template (see page 147 of the Monster Manual).<br \/>In addition, the subject&#39;s type changes to outsider, and the moral component of its alignment changes to evil.<br \/>For the purpose of this spell, treat the half-fiend template as an acquired template rather than an inherited one.<br \/>The newly created half-fiend also gains a +4 level adjustment, raising the XP required for it to achieve its next character level.<br \/>For example, a 5th-level sorcerer who becomes a half-fiend by means of this spell becomes a 9th-level character who needs 45,000 XP to gain his sixth class level.<br \/>You cannot cast Nar fiendbond on yourself.<br \/>Arcane Material Component: Precious gems with a total value equal to the XP cost of the spell.<br \/>XP Cost: 500 XP per character level of the half-fiend created.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"1 round","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle.\nEach subject of Sakkratar's triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding.\nThese extra attacks are made using the subject's full base attack bonus, plus any modifiers appropriate to the situation.\nIn addition, each affected creature's melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.\nThis effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action.\nMaterial Component: A three-faceted prism.","short_description":"This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with d...","material_components":"0","name":"Sakkratar's Triple Strike","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Sakkratar's Triple Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle.<br \/>Each subject of Sakkratar&#39;s triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding.<br \/>These extra attacks are made using the subject&#39;s full base attack bonus, plus any modifiers appropriate to the situation.<br \/>In addition, each affected creature&#39;s melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.<br \/>This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action.<br \/>Material Component: A three-faceted prism.<\/p><\/p>Reference: Lost Empires of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"An invisible barrier surrounds a single creature and its equipment.\nThe target creature is impervious to most magical effects including spells, spell-like abilities, and supernatural abilities.\nLikewise, it prevents the functioning of any magic items or spells within its confines, thus preventing the target from casting spells or using spell-like abilities or magic items for the duration.\nAn antimagic aura suppresses any spell or magical effect used on or by, or cast onto, the target, but does not dispel it.\nA charmed creature, for example, is not charmed while affected by the aura, but the spell resumes functioning when antimagic aura ends.\nTime spent within an antimagic aura counts against the suppressed spell's duration.\nMaterial Component: A pinch of powdered iron or iron filings.","short_description":"An invisible barrier surrounds a single creature and its equipment.","material_components":"0","name":"Antimagic Aura","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Antimagic Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An invisible barrier surrounds a single creature and its equipment.<br \/>The target creature is impervious to most magical effects including spells, spell-like abilities, and supernatural abilities.<br \/>Likewise, it prevents the functioning of any magic items or spells within its confines, thus preventing the target from casting spells or using spell-like abilities or magic items for the duration.<br \/>An antimagic aura suppresses any spell or magical effect used on or by, or cast onto, the target, but does not dispel it.<br \/>A charmed creature, for example, is not charmed while affected by the aura, but the spell resumes functioning when antimagic aura ends.<br \/>Time spent within an antimagic aura counts against the suppressed spell&#39;s duration.<br \/>Material Component: A pinch of powdered iron or iron filings.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"You create an aura of blue mist that protects you against fire, absorbing the first 12 points of fire damage as an endure elements spell.\nIn addition to the endure elements (fire) effect, the spell can be used to snuff out fires.\nAny nonmagical flame that the aura contacts is immediately extinguished if the flame's maximum damage is 12 or fewer points per round.\nThis means that torches, small fires, and hurled alchemist's fire are snuffed out and cause no damage if used against you or if you touch them.\nYou may use a standard action to touch an existing magical fire (such as a flaming sphere or a wall of fire) and attempt to dispel it as if using a dispel magic spell against it.\nIf you succeed, the magical fire and the aura both vanish.\nIf you fail, both remain.\nYou may use a ready action to use the aura as a dispel magic to counterspell a magical fire attack against you.\nIf successful, the spell is counterspelled and the aura disappears.\nIf you fail the dispel check or the attack is not a fire attack, nothing happens and the aura remains.","short_description":"You create an aura of blue mist that protects you against fire, absorbing the first 12 points of fire...","material_components":"0","name":"Aura Against Flame","level":"Cleric 2","full_text":"<div><p><h5>Aura Against Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an aura of blue mist that protects you against fire, absorbing the first 12 points of fire damage as an endure elements spell.<br \/>In addition to the endure elements (fire) effect, the spell can be used to snuff out fires.<br \/>Any nonmagical flame that the aura contacts is immediately extinguished if the flame&#39;s maximum damage is 12 or fewer points per round.<br \/>This means that torches, small fires, and hurled alchemist&#39;s fire are snuffed out and cause no damage if used against you or if you touch them.<br \/>You may use a standard action to touch an existing magical fire (such as a flaming sphere or a wall of fire) and attempt to dispel it as if using a dispel magic spell against it.<br \/>If you succeed, the magical fire and the aura both vanish.<br \/>If you fail, both remain.<br \/>You may use a ready action to use the aura as a dispel magic to counterspell a magical fire attack against you.<br \/>If successful, the spell is counterspelled and the aura disappears.<br \/>If you fail the dispel check or the attack is not a fire attack, nothing happens and the aura remains.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level (see text)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Each targeted creature gains spell resistance equal to 12 + caster level.\nDivide the duration evenly among all the creatures you target.\nIn order to affect a creature who has spell resistance with a spell, a spellcaster must roll the creature's spell resistance or higher on 1d20 + caster level.\nA creature with spell resistance may voluntarily lower it in order to accept a spell.","short_description":"Each targeted creature gains spell resistance equal to 12 + caster level.","material_components":"0","name":"Azuth's Spell Shield","level":"Cleric 7","full_text":"<div><p><h5>Azuth's Spell Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Each targeted creature gains spell resistance equal to 12 + caster level.<br \/>Divide the duration evenly among all the creatures you target.<br \/>In order to affect a creature who has spell resistance with a spell, a spellcaster must roll the creature&#39;s spell resistance or higher on 1d20 + caster level.<br \/>A creature with spell resistance may voluntarily lower it in order to accept a spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"15-ft.-radius emanation centered on a point in space","duration":"1 day\/level","saving_throw":"None","spell_resistance":"Yes","description":"You create a field that completely blocks bodily extradimensional travel.\nForms of movement barred include astral projection, blink,\ndimension door, ethereal jaunt, etherealness, gate,maze, phasing,\nplane shift, shadow walk, teleport, and similar spell-like or psionic abilities.\nThe dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms such as a basilisk's gaze.\nDimensional lock does not prevent summoned creatures from disappearing at the end of the summoning spell.\nOnce the spell is in place, however, extradimensional travel into or out of the affected area is not possible.","short_description":"You create a field that completely blocks bodily extradimensional travel.","material_components":"0","name":"Dimensional Lock","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Dimensional Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a field that completely blocks bodily extradimensional travel.<br \/>Forms of movement barred include astral projection, blink,<br \/>dimension door, ethereal jaunt, etherealness, gate,maze, phasing,<br \/>plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.<br \/>The dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms such as a basilisk&#39;s gaze.<br \/>Dimensional lock does not prevent summoned creatures from disappearing at the end of the summoning spell.<br \/>Once the spell is in place, however, extradimensional travel into or out of the affected area is not possible.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your song or poem instills a feeling of paranoia in your target.\nThe affected target restricts her movement to avoid any physical contact, even with allies.\nIf she is attacked in melee and can't flee, she uses the full defense option.","short_description":"Your song or poem instills a feeling of paranoia in your target.","material_components":"0","name":"Disquietude","level":"Bard 1","full_text":"<div><p><h5>Disquietude<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your song or poem instills a feeling of paranoia in your target.<br \/>The affected target restricts her movement to avoid any physical contact, even with allies.<br \/>If she is attacked in melee and can&#39;t flee, she uses the full defense option.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"","effect":"30-ft. cone trailing behind you","area":"","duration":"1 hour\/level (D)","saving_throw":"None (harmless)","spell_resistance":"Yes (harmless)","description":"You radiate an energy that gently pushes plants aside, allowing easy passage and hiding your trail after you pass.\nAnyone in the area of the spell (including the caster) finds the undergrowth held aside while they pass.\nThis essentially provides a trail through any terrain (see Table 9-5: Terrain and Overland Movement, page 143 of the Player's Handbook).\nOnce the effect of the spell passes, the plants return to their normal shape.\nThe DC to track anyone who traveled within the area of this spell is increased by +5 (the equivalent of hiding the trail).\nThis spell has no effect on plant creatures (that is, they aren't pushed or held aside).","short_description":"You radiate an energy that gently pushes plants aside, allowing easy passage and hiding your trail af...","material_components":"0","name":"Easy Trail","level":"Druid 2 \/ Harper Scout 2 \/ Ranger 2","full_text":"<div><p><h5>Easy Trail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Harper Scout 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>30-ft. cone trailing behind you<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You radiate an energy that gently pushes plants aside, allowing easy passage and hiding your trail after you pass.<br \/>Anyone in the area of the spell (including the caster) finds the undergrowth held aside while they pass.<br \/>This essentially provides a &quot;trail&quot; through any terrain (see Table 9-5: Terrain and Overland Movement, page 143 of the Player&#39;s Handbook).<br \/>Once the effect of the spell passes, the plants return to their normal shape.<br \/>The DC to track anyone who traveled within the area of this spell is increased by +5 (the equivalent of hiding the trail).<br \/>This spell has no effect on plant creatures (that is, they aren&#39;t pushed or held aside).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"60 ft.","target":"","effect":"One glowing sphere\/level","area":"","duration":"Until expended or 10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"You create multiple floating silvery spheres, each 6 inches in diameter.\nThese spheres appear in a spiral above your head or around your body and follow you up to 60 feet per round.\nThe spheres intercept incoming hostile magic, negating spells or spell-like abilities that would affect you or that have an effect that extends into your space.\nOne sphere is expended for each spell level of the effect negated, so a slay living spell (Clr 5) would expend five spheres.\nIn the case of area effect spells, it negates the whole spell.\nIf not enough spheres exist to negate an incoming effect, the spheres remain and the effect works as normal.\nYou may move one or more spheres up to 60 feet as a standard action.\nIf not sent to another area, the spheres default to following you.\nIf you exceed their range, they remain behind and function normally at that location.\nThe spheres have no physical substance, do not provide cover or concealment, and conform to narrow spaces up to 6 inches in diameter without altering their ability to function.\nThey cannot pass through solid objects or force effects.\nThey cannot be harmed by physical or magical attacks except those that dispel or negate magic entirely (such as dispel magic, antimagic field, and so on).","short_description":"You create multiple floating silvery spheres, each 6 inches in diameter.","material_components":"0","name":"Elminster's Effulgent Epuration","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Elminster's Effulgent Epuration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One glowing sphere\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until expended or 10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create multiple floating silvery spheres, each 6 inches in diameter.<br \/>These spheres appear in a spiral above your head or around your body and follow you up to 60 feet per round.<br \/>The spheres intercept incoming hostile magic, negating spells or spell-like abilities that would affect you or that have an effect that extends into your space.<br \/>One sphere is expended for each spell level of the effect negated, so a slay living spell (Clr 5) would expend five spheres.<br \/>In the case of area effect spells, it negates the whole spell.<br \/>If not enough spheres exist to negate an incoming effect, the spheres remain and the effect works as normal.<br \/>You may move one or more spheres up to 60 feet as a standard action.<br \/>If not sent to another area, the spheres default to following you.<br \/>If you exceed their range, they remain behind and function normally at that location.<br \/>The spheres have no physical substance, do not provide cover or concealment, and conform to narrow spaces up to 6 inches in diameter without altering their ability to function.<br \/>They cannot pass through solid objects or force effects.<br \/>They cannot be harmed by physical or magical attacks except those that dispel or negate magic entirely (such as dispel magic, antimagic field, and so on).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create an unmoving, transparent sphere of force centered on your location.\nThe sphere illuminates its interior and everything within 5 feet of its edge.\nYou and your allies may enter the sphere at will.\nAny other creature that tries to enter the sphere must make a Will saving throw, otherwise it cannot pass into the area defined by the sphere.\nA creature may leave the area freely, although it must make a Will save to enter again, even if the creature is you or one of your allies.\nCreatures within the area when the spell is cast are not forced out.\nThe forceward does not prevent spells or objects from entering the forceward, so it is possible for two creatures on opposite sides of the forceward's edge to fight without penalties (although creatures using unarmed attacks or natural weapons still have tomake Will saves every round for their attacks to have a chance of entering the forceward).","short_description":"You create an unmoving, transparent sphere of force centered on your location.","material_components":"0","name":"Forceward","level":"Cleric 3 \/ Paladin 3 \/ Knight of the Weave 3","full_text":"<div><p><h5>Forceward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3 \/ Knight of the Weave 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an unmoving, transparent sphere of force centered on your location.<br \/>The sphere illuminates its interior and everything within 5 feet of its edge.<br \/>You and your allies may enter the sphere at will.<br \/>Any other creature that tries to enter the sphere must make a Will saving throw, otherwise it cannot pass into the area defined by the sphere.<br \/>A creature may leave the area freely, although it must make a Will save to enter again, even if the creature is you or one of your allies.<br \/>Creatures within the area when the spell is cast are not forced out.<br \/>The forceward does not prevent spells or objects from entering the forceward, so it is possible for two creatures on opposite sides of the forceward&#39;s edge to fight without penalties (although creatures using unarmed attacks or natural weapons still have tomake Will saves every round for their attacks to have a chance of entering the forceward).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"","range":"","target":"One creature\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As shield other, except as noted above.\nAll creatures are linked to you so you suffer half of their damage.\nIf you die while this spell is in effect, the spell ends in a burst of positive energy that heals 1d8 hit points for each creature linked to you.","short_description":"As shield other, except as noted above.","material_components":"0","name":"Glory of the Martyr","level":"Paladin 4","full_text":"<div><p><h5>Glory of the Martyr<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><\/table><p>\t<p>As shield other, except as noted above.<br \/>All creatures are linked to you so you suffer half of their damage.<br \/>If you die while this spell is in effect, the spell ends in a burst of positive energy that heals 1d8 hit points for each creature linked to you.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, AF","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You or a creature you touch is immune to nonmagical metal and magic metal with less than a +3 enhancement bonus.\nMetal items pass through you, and you can walk through metal barriers such as iron bars.\nSpells, spell-like abilities, and supernatural effects affect you normally.\nIf the spell expires while metal is inside you, the object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars).\nYou and the object each take 1d6 points of damage as a result (ignoring the object's hardness for determining damage to it).\nBecause you pass through metal, you may ignore armor bonuses from metal armor on opponents you attack with unarmed attacks.\nMaterial Component: A tiny shield of wood, glass, or crystal.\nFocus: A small nugget of adamantine worth 100 gp.","short_description":"You or a creature you touch is immune to nonmagical metal and magic metal with less than a +3 enhance...","material_components":"0","name":"Ironguard, Greater","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Ironguard, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr>tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You or a creature you touch is immune to nonmagical metal and magic metal with less than a +3 enhancement bonus.<br \/>Metal items pass through you, and you can walk through metal barriers such as iron bars.<br \/>Spells, spell-like abilities, and supernatural effects affect you normally.<br \/>If the spell expires while metal is inside you, the object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars).<br \/>You and the object each take 1d6 points of damage as a result (ignoring the object&#39;s hardness for determining damage to it).<br \/>Because you pass through metal, you may ignore armor bonuses from metal armor on opponents you attack with unarmed attacks.<br \/>Material Component: A tiny shield of wood, glass, or crystal.<br \/>Focus: A small nugget of adamantine worth 100 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 minute","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 hour\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You create an immobile zone of warding that is permeable to those of your religion but repels all others.\nThe warded area has a shimmering visible border, above which is a ghostly image of a giant hand (the appearance of the hand depends upon your patron, so Torm's clerics have a shining metal gauntlet, while those of Bane have a black clawed metal gauntlet and those of Malar have a great beast's claw).\nCreatures that have the same patron as you, or are wearing a holy symbol of your patron, can enter and move within the warded area unhindered.\nOther creatures that try to enter or move within the area must make Fortitude saves or be stunned for 1 round.\nIf a creature's only action is to try to move completely out of the area, the ward does not hinder it.\nClerics and paladins of deities other than Torm name this spell after their own deity--hand of Ilmater, for example.\nThis spell has the alignment components of your patron, so if your patron is Torm, this is a lawful and good spell.","short_description":"You create an immobile zone of warding that is permeable to those of your religion but repels all oth...","material_components":"0","name":"Hand of Torm","level":"Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Hand of Torm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an immobile zone of warding that is permeable to those of your religion but repels all others.<br \/>The warded area has a shimmering visible border, above which is a ghostly image of a giant hand (the appearance of the hand depends upon your patron, so Torm&#39;s clerics have a shining metal gauntlet, while those of Bane have a black clawed metal gauntlet and those of Malar have a great beast&#39;s claw).<br \/>Creatures that have the same patron as you, or are wearing a holy symbol of your patron, can enter and move within the warded area unhindered.<br \/>Other creatures that try to enter or move within the area must make Fortitude saves or be stunned for 1 round.<br \/>If a creature&#39;s only action is to try to move completely out of the area, the ward does not hinder it.<br \/>Clerics and paladins of deities other than Torm name this spell after their own deity&#8212;hand of Ilmater, for example.<br \/>This spell has the alignment components of your patron, so if your patron is Torm, this is a lawful and good spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"","effect":"Protective star of energy","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You create a glowing mote of energy that stays near your shoulder, providing light equal to a candle.\nIt has three functions, and you can designate which function to activate as a free action on your turn.\nSpell Turning: The holy star can turn four to seven (1d4+3) spell levels as the spell turning spell.\nAny spell levels turned are gone for the remainder of the spell (the holy star does not recover these spent levels every time you choose this function).\nIf all spell levels are expended, this function no longer works but the other functions do.\nCover: The holy star gives you a +10 cover bonus to AC without affecting your actions.\nFire Bolt: The holy star lashes out with a beam of energy as a ranged touch attack against a creature up to 90 feet away, dealing fire damage equal to 1d4 points +1 point per two caster levels (maximum +10).","short_description":"You create a glowing mote of energy that stays near your shoulder, providing light equal to a candle....","material_components":"0","name":"Holy Star","level":"Cleric 7","full_text":"<div><p><h5>Holy Star<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Protective star of energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You create a glowing mote of energy that stays near your shoulder, providing light equal to a candle.<br \/>It has three functions, and you can designate which function to activate as a free action on your turn.<br \/>Spell Turning: The holy star can turn four to seven (1d4+3) spell levels as the spell turning spell.<br \/>Any spell levels turned are gone for the remainder of the spell (the holy star does not recover these spent levels every time you choose this function).<br \/>If all spell levels are expended, this function no longer works but the other functions do.<br \/>Cover: The holy star gives you a +10 cover bonus to AC without affecting your actions.<br \/>Fire Bolt: The holy star lashes out with a beam of energy as a ranged touch attack against a creature up to 90 feet away, dealing fire damage equal to 1d4 points +1 point per two caster levels (maximum +10).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You make a creature more able to fight the effects of poison.\nThe target gains a +4 circumstance bonus on Fortitude saves against all kinds of poisons, whether injury, contact, ingestion, or inhalation is the source of the poison.\nMaterial Component: A vial containing the diluted poison of four different creatures.","short_description":"You make a creature more able to fight the effects of poison.","material_components":"0","name":"Ironguts","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Ironguts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You make a creature more able to fight the effects of poison.<br \/>The target gains a +4 circumstance bonus on Fortitude saves against all kinds of poisons, whether injury, contact, ingestion, or inhalation is the source of the poison.<br \/>Material Component: A vial containing the diluted poison of four different creatures.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"You and one other creature\/level","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You descend into a protective bubble in the earth below where you were standing.\nSpectators around you see you descend into the ground as if the earth opened up and swallowed you.\nYou cannot enter the land womb through stone or rock, only through tillable soil.\nThe land womb holds you secure 10 feet below the surface.\nAnyone in a land womb cannot be perceived by divination spells of 4th level or lower.\nYou may bring one additional creature per caster level with you into the land womb.\nAll creatures to be brought into the land womb must be touching each other (for instance, in a ring of hands).\nYou can breathe in the land womb, though the tightness of the space constricts you enough that you cannot cast spells with somatic components.\nYou can, however, speak to anyone who accompanied you.\nYou can no longer hear or see anything on the surface via nonmagical means.\nYou can end the spell at will, but those who are with you cannot.\nAt the end of the spell's duration, all within the land womb return to the spot where they stood before the spell took effect.","short_description":"You descend into a protective bubble in the earth below where you were standing.","material_components":"0","name":"Land Womb","level":"Druid 4 \/ Hathran 4 \/ Ranger 4","full_text":"<div><p><h5>Land Womb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Hathran 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You descend into a protective bubble in the earth below where you were standing.<br \/>Spectators around you see you descend into the ground as if the earth opened up and swallowed you.<br \/>You cannot enter the land womb through stone or rock, only through tillable soil.<br \/>The land womb holds you secure 10 feet below the surface.<br \/>Anyone in a land womb cannot be perceived by divination spells of 4th level or lower.<br \/>You may bring one additional creature per caster level with you into the land womb.<br \/>All creatures to be brought into the land womb must be touching each other (for instance, in a ring of hands).<br \/>You can breathe in the land womb, though the tightness of the space constricts you enough that you cannot cast spells with somatic components.<br \/>You can, however, speak to anyone who accompanied you.<br \/>You can no longer hear or see anything on the surface via nonmagical means.<br \/>You can end the spell at will, but those who are with you cannot.<br \/>At the end of the spell&#39;s duration, all within the land womb return to the spot where they stood before the spell took effect.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Up to 1 willing creature\/3 levels touched","effect":"","area":"","duration":"10 minutes\/level (see text)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You protect the target against mind-affecting effects, giving all affected creatures a +3 sacred bonus on saving throws against such attacks.\nThe spell also prevents them from being magically compelled to harm you or anyone else affected by this spell.\nAny attempt to make a subject do so (whether the originating effect occurred before or after this spell was cast) counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell.\nIf a subject willingly attempts to harm you, the spell is broken for that creature immediately.\nThe subjects gain the benefits of a bless spell as long as you are in sight of them.","short_description":"You protect the target against mind-affecting effects, giving all affected creatures a +3 sacred bonu...","material_components":"0","name":"Loyal Vassal","level":"Paladin 3","full_text":"<div><p><h5>Loyal Vassal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You protect the target against mind-affecting effects, giving all affected creatures a +3 sacred bonus on saving throws against such attacks.<br \/>The spell also prevents them from being magically compelled to harm you or anyone else affected by this spell.<br \/>Any attempt to make a subject do so (whether the originating effect occurred before or after this spell was cast) counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell.<br \/>If a subject willingly attempts to harm you, the spell is broken for that creature immediately.<br \/>The subjects gain the benefits of a bless spell as long as you are in sight of them.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"15-ft.-radius emanation","duration":"1 round\/level","saving_throw":"Will half (see text)","spell_resistance":"Yes (see text)","description":"You create a yawning area of roiling purple-red energy resembling a great mouth.\nThis field of energy has the following effects on anything that touches or enters it:\nFirst, all creatures except you take 1 point of force damage per caster level.\nSpell resistance applies to the damage (but not the other effects of the spell).\nThose affected by the spell make a Will saving throw every round.\nA successful saving throw halves the damage that round.\nSecond, the chaotic energy makes it difficult to concentrate.\nAny activity that requires concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.\nCreatures with the chaotic subtype take no damage from this spell, although its other effects affect them normally.\nMaterial Component: A jawbone with teeth.","short_description":"You create a yawning area of roiling purple-red energy resembling a great mouth.","material_components":"0","name":"Maw of Chaos","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Maw of Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You create a yawning area of roiling purple-red energy resembling a great mouth.<br \/>This field of energy has the following effects on anything that touches or enters it:<br \/>First, all creatures except you take 1 point of force damage per caster level.<br \/>Spell resistance applies to the damage (but not the other effects of the spell).<br \/>Those affected by the spell make a Will saving throw every round.<br \/>A successful saving throw halves the damage that round.<br \/>Second, the chaotic energy makes it difficult to concentrate.<br \/>Any activity that requires concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.<br \/>Creatures with the chaotic subtype take no damage from this spell, although its other effects affect them normally.<br \/>Material Component: A jawbone with teeth.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"","spell_resistance":"","description":"As protection from arrows, except that if any missile that strikes you has all its damage negated by your damage reduction (10\/+1), the missile is turned back upon its target.\nThe attacker's attack roll is used to determine if the reversed ranged weapon strikes the attacker, but the damage is rerolled.\nIf the attacker is also protected by a reverse arrows spell, it is possible that the ranged weapon would bounce between them each round until one of the spells is discharged from accumulated damage.\nThe damage reduction increases with the caster level to 10\/+2 at 10th, 10\/+3 at 15th, and 10\/+5 at 20th.\nOnce the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.\nFocus: A piece of shell from a tortoise, and a ball of tree sap.","short_description":"As protection from arrows, except that if any missile that strikes you has all its damage negated by ...","material_components":"0","name":"Reverse Arrows","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Reverse Arrows<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>As protection from arrows, except that if any missile that strikes you has all its damage negated by your damage reduction (10\/+1), the missile is turned back upon its target.<br \/>The attacker&#39;s attack roll is used to determine if the reversed ranged weapon strikes the attacker, but the damage is rerolled.<br \/>If the attacker is also protected by a reverse arrows spell, it is possible that the ranged weapon would bounce between them each round until one of the spells is discharged from accumulated damage.<br \/>The damage reduction increases with the caster level to 10\/+2 at 10th, 10\/+3 at 15th, and 10\/+5 at 20th.<br \/>Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.<br \/>Focus: A piece of shell from a tortoise, and a ball of tree sap.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.\nThis glow protects the target against effects that work by directly causing pain (such as Nybor's gentle reminder), nausea, and fear effects by granting a +1 sacred bonus per caster level (up to +10) on saving throws against those spells and effects.\nThe target also becomes temporarily immune to poison (as the delay poison spell).\nThis spell only suppresses these effects, not negates them, so the effects resume when this spell expires.","short_description":"You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.","material_components":"0","name":"Rosemantle","level":"Cleric 1","full_text":"<div><p><h5>Rosemantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'>td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.<br \/>This glow protects the target against effects that work by directly causing pain (such as Nybor&#39;s gentle reminder), nausea, and fear effects by granting a +1 sacred bonus per caster level (up to +10) on saving throws against those spells and effects.<br \/>The target also becomes temporarily immune to poison (as the delay poison spell).<br \/>This spell only suppresses these effects, not negates them, so the effects resume when this spell expires.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"","effect":"","area":"30-ft. radius spread","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes (object)","description":"You make an area safe from attacks.\nThis spell functions much like the sanctuary spell.\nAnyone attempting to strike or otherwise directly attack anyone within the safe clearing, or anyone attempting to enter the area, must make a Will save.\nSuccess means the creature may act normally and is not affected by this casting of the spell.\nFailure means it can't attack anyone in the area or even enter the area for the duration of the spell.\nThose not attempting to attack the subject remain unaffected.\nThis spell does not prevent creatures in the warded area from being attacked or affected by area effect spells.\nThose in the safe clearing (even those unaffected by the spell) cannot attack without breaking the spell, but may use nonattack spells or otherwise act.\nOnce the spell is cast, the area protected by safe clearing is immobile.","short_description":"You make an area safe from attacks.","material_components":"0","name":"Safe Clearing","level":"Ranger 3","full_text":"<div><p><h5>Safe Clearing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You make an area safe from attacks.<br \/>This spell functions much like the sanctuary spell.<br \/>Anyone attempting to strike or otherwise directly attack anyone within the safe clearing, or anyone attempting to enter the area, must make a Will save.<br \/>Success means the creature may act normally and is not affected by this casting of the spell.<br \/>Failure means it can&#39;t attack anyone in the area or even enter the area for the duration of the spell.<br \/>Those not attempting to attack the subject remain unaffected.<br \/>This spell does not prevent creatures in the warded area from being attacked or affected by area effect spells.<br \/>Those in the safe clearing (even those unaffected by the spell) cannot attack without breaking the spell, but may use nonattack spells or otherwise act.<br \/>Once the spell is cast, the area protected by safe clearing is immobile.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"5-ft.-radius magical wheel","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes (see text)","description":"You create a disk of magical energy 10 feet in diameter and 2 feet thick.\nThe disk is incorporeal and invisible when first created.\nWhenever a spell is cast or a spell-like ability is used within the 10-foot diameter of the spell engine, it activates, absorbs the magical energy, and begins to glow and spin, providing light as a torch.\nThe spell engine similarly absorbs most spell effects targeted at it.\nIt absorbs all these effects as if it were a rod of absorption with an unlimited capacity.\nOver time (1 hour per spell level absorbed) the engine slows to a stop and becomes dim and translucent, but it remains capable of absorbing magical energy indefinitely.\nIf an activated spell engine comes in contact with any permanent (noncharged or single-use) magic item, it destroys the item and explodes for 1d6 points of force damage per caster level (maximum 20d6) to all creatures in range, destroying itself in the process.\nMagic already in place when the spell engine is created (such as a glyph of warding) or carried into its area (such as an invisibility spell on a creature) are not absorbed unless they are somehow directed against the spell engine (such as an antimagic field pressed against it).\nA spell engine absorbs any dispel magic spell directed at it.\nA detect magic spell cast outside the spell engine's range detects it normally.\nA disintegrate spell causes the spell engine to explode as if it had contacted a magic item.\nPreparing spells within the light provided by a spell engine takes only half as long as normal.\nMaterial Components: A disk of polished bone, one of your tears, and a silver wheel worth 1,000 gp.\nXP Cost: 250 XP.","short_description":"You create a disk of magical energy 10 feet in diameter and 2 feet thick.","material_components":"0","name":"Spell Engine","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Spell Engine<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft.-radius magical wheel<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You create a disk of magical energy 10 feet in diameter and 2 feet thick.<br \/>The disk is incorporeal and invisible when first created.<br \/>Whenever a spell is cast or a spell-like ability is used within the 10-foot diameter of the spell engine, it activates, absorbs the magical energy, and begins to glow and spin, providing light as a torch.<br \/>The spell engine similarly absorbs most spell effects targeted at it.<br \/>It absorbs all these effects as if it were a rod of absorption with an unlimited capacity.<br \/>Over time (1 hour per spell level absorbed) the engine slows to a stop and becomes dim and translucent, but it remains capable of absorbing magical energy indefinitely.<br \/>If an activated spell engine comes in contact with any permanent (noncharged or single-use) magic item, it destroys the item and explodes for 1d6 points of force damage per caster level (maximum 20d6) to all creatures in range, destroying itself in the process.<br \/>Magic already in place when the spell engine is created (such as a glyph of warding) or carried into its area (such as an invisibility spell on a creature) are not absorbed unless they are somehow directed against the spell engine (such as an antimagic field pressed against it).<br \/>A spell engine absorbs any dispel magic spell directed at it.<br \/>A detect magic spell cast outside the spell engine&#39;s range detects it normally.<br \/>A disintegrate spell causes the spell engine to explode as if it had contacted a magic item.<br \/>Preparing spells within the light provided by a spell engine takes only half as long as normal.<br \/>Material Components: A disk of polished bone, one of your tears, and a silver wheel worth 1,000 gp.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).","short_description":"The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but...","material_components":"0","name":"Spell Shield","level":"Cleric 2","full_text":"<div><p><h5>Spell Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You protect the subject with a magical aura that protects it against one specified spell for every four levels you have.\nThe spells must be of 4th level or lower and not spells delivered by a touch attack.\nWhen the subject of the spellmantle is the target of or within the area of one of the spells it protects against, the mantle absorbs the spell's energy completely.\nThe subject can then direct this energy to one of two purposes: Healing: The target immediately receives a cure spell of the level of the spell that was absorbed.\nThe cure spell functions as if you had cast it upon the target.\nIf the target is unconscious the spell automatically converts to a cure spell without her choice.\nReceive Spell: The energy can immediately trigger a spell upon the target.\nYou designate the spell when you cast the spellmantle, and it must be a spell of 4th level or lower that you have prepared at the time of casting.\nThis does not cause you to lose the prepared spell.\nIf the level of the incoming spell is lower than that of your designated spell, the target cannot activate this affect.\nYour designated spell functions as if you had cast it upon the target.\nThe duration of this triggered spell can outlast the spellmantle itself.\nFor example, you can designate lightning bolt as one of the spells the spellmantle absorbs and choose magic circle against evil to be the spell the subject receives, so every time she is in the area of a lightning bolt (or any of the other spells that you designate for this spell), she is immediately protected by magic circle against evil.\nThe spellmantle can absorb 1d4 spell levels +1 per four levels (maximum 1d4+5), after which it dissipates.\nIf the spellmantle lacks sufficient capacity to absorb a spell, the spellmantle has no effect.","short_description":"You protect the subject with a magical aura that protects it against one specified spell for every fo...","material_components":"0","name":"Spellmantle","level":"Cleric 6","full_text":"<div><p><h5>Spellmantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You protect the subject with a magical aura that protects it against one specified spell for every four levels you have.<br \/>The spells must be of 4th level or lower and not spells delivered by a touch attack.<br \/>When the subject of the spellmantle is the target of or within the area of one of the spells it protects against, the mantle absorbs the spell&#39;s energy completely.<br \/>The subject can then direct this energy to one of two purposes: Healing: The target immediately receives a cure spell of the level of the spell that was absorbed.<br \/>The cure spell functions as if you had cast it upon the target.<br \/>If the target is unconscious the spell automatically converts to a cure spell without her choice.<br \/>Receive Spell: The energy can immediately trigger a spell upon the target.<br \/>You designate the spell when you cast the spellmantle, and it must be a spell of 4th level or lower that you have prepared at the time of casting.<br \/>This does not cause you to lose the prepared spell.<br \/>If the level of the incoming spell is lower than that of your designated spell, the target cannot activate this affect.<br \/>Your designated spell functions as if you had cast it upon the target.<br \/>The duration of this triggered spell can outlast the spellmantle itself.<br \/>For example, you can designate lightning bolt as one of the spells the spellmantle absorbs and choose magic circle against evil to be the spell the subject receives, so every time she is in the area of a lightning bolt (or any of the other spells that you designate for this spell), she is immediately protected by magic circle against evil.<br \/>The spellmantle can absorb 1d4 spell levels +1 per four levels (maximum 1d4+5), after which it dissipates.<br \/>If the spellmantle lacks sufficient capacity to absorb a spell, the spellmantle has no effect.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"100-ft.-tall, 20-ft.-radius spread","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You form a tower of dark, swirling storm clouds that negates many forms of magic.\nThe storm tower absorbs any electricity damage dealt to those within it.\nMagic missiles cannot be cast into, out of, or within the storm tower.\nThe storm tower is treated as 60 mph winds (making ranged attacks impossible within the tower), though it has no effect on the movement of creatures within it.\nHowever, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of lesser size are checked at the edge.\nAnyone within the storm tower has one-half concealment relative to those outside the tower.\nThe howling winds of the storm tower also apply a -10 penalty on all Listen checks within 50 feet of it (including all those inside).","short_description":"You form a tower of dark, swirling storm clouds that negates many forms of magic.","material_components":"0","name":"Storm Tower","level":"Druid 7","full_text":"<div><p><h5>Storm Tower<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You form a tower of dark, swirling storm clouds that negates many forms of magic.<br \/>The storm tower absorbs any electricity damage dealt to those within it.<br \/>Magic missiles cannot be cast into, out of, or within the storm tower.<br \/>The storm tower is treated as 60 mph winds (making ranged attacks impossible within the tower), though it has no effect on the movement of creatures within it.<br \/>However, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of lesser size are checked at the edge.<br \/>Anyone within the storm tower has one-half concealment relative to those outside the tower.<br \/>The howling winds of the storm tower also apply a -10 penalty on all Listen checks within 50 feet of it (including all those inside).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You gain the benefits of the Mobility feat, even if you do not meet the prerequisites.\nYou do not have to be charging to gain this benefit.","short_description":"You gain the benefits of the Mobility feat, even if you do not meet the prerequisites.","material_components":"0","name":"Strategic Charge","level":"Blackguard 1 \/ Paladin 1","full_text":"<div><p><h5>Strategic Charge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain the benefits of the Mobility feat, even if you do not meet the prerequisites.<br \/>You do not have to be charging to gain this benefit.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"Your steps are sure and true, even on the narrowest ledges.\nYou gain a +10 competence bonus on Balance checks.","short_description":"Your steps are sure and true, even on the narrowest ledges.","material_components":"0","name":"Surefoot","level":"Ranger 1","full_text":"<div><p><h5>Surefoot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your steps are sure and true, even on the narrowest ledges.<br \/>You gain a +10 competence bonus on Balance checks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Creates a 5-ft.-diameter mystic shell","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"You create a large hemispherical tortoise shell measuring 5 feet in diameter.\nIt has 100 hit points, hardness 10, and can float if turned on its back.\nYou can move it as if it weighed only 10 pounds.\nTo anyone else, it weighs 500 pounds.\nIt stands vertically on its own, providing up to nine-tenths cover from half the battlefield, or you can pull it down over yourself like a shelter.\nYou can change the shell's orientation as a standard action that doesn't incur an attack of opportunity.\nUp to four Small creatures, two Medium-size creatures, or one Large creature can fit under (or in) the shell.\nFocus: A whole turtle shell.","short_description":"You create a large hemispherical tortoise shell measuring 5 feet in diameter.","material_components":"0","name":"Tortoise Shell","level":"Druid 3","full_text":"<div><p><h5>Tortoise Shell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Creates a 5-ft.-diameter mystic shell<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a large hemispherical tortoise shell measuring 5 feet in diameter.<br \/>It has 100 hit points, hardness 10, and can float if turned on its back.<br \/>You can move it as if it weighed only 10 pounds.<br \/>To anyone else, it weighs 500 pounds.<br \/>It stands vertically on its own, providing up to nine-tenths cover from half the battlefield, or you can pull it down over yourself like a shelter.<br \/>You can change the shell&#39;s orientation as a standard action that doesn&#39;t incur an attack of opportunity.<br \/>Up to four Small creatures, two Medium-size creatures, or one Large creature can fit under (or in) the shell.<br \/>Focus: A whole turtle shell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Magical symbol touched","effect":"","area":"","duration":"Until discharged or 10 minutes","saving_throw":"See text","spell_resistance":"See text","description":"You place a protective magic upon your hand that allows you to touch an untriggered magic symbol such as a glyph of warding or a symbol.\nThe touched symbol is removed from its location and held as magical potential on your hand, like a touch spell.\nTo pick up the spell, you must make a caster level check (DC 20 + spell level).\nFailure indicates the glyph or symbol has been triggered.\nIf successfully transferred, you can place the symbol on a surface (not a creature) appropriate to the stored spell as a standard action.\nThe transferred symbol works normally thereafter and retains all its original triggering conditions (although its current location may make its triggers difficult or impossible to achieve).\nYou can maintain the symbol in its potential state as long as you concentrate.\nIf your concentration lapses while the symbol is stored as potential, it immediately triggers upon you (and only you), even if you normally wouldn't meet the trigger conditions.\nSaving throw and spell resistance rolls are as for the original symbol.\nThe only safe way to rid yourself of the stored spell is to place it on a suitable surface.\nFocus: A piece of slate that has been scoured bare and smooth on one side.","short_description":"You place a protective magic upon your hand that allows you to touch an untriggered magic symbol such...","material_components":"0","name":"Transcribe Symbol","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Transcribe Symbol<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until discharged or 10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>You place a protective magic upon your hand that allows you to touch an untriggered magic symbol such as a glyph of warding or a symbol.<br \/>The touched symbol is removed from its location and held as magical potential on your hand, like a touch spell.<br \/>To pick up the spell, you must make a caster level check (DC 20 + spell level).<br \/>Failure indicates the glyph or symbol has been triggered.<br \/>If successfully transferred, you can place the symbol on a surface (not a creature) appropriate to the stored spell as a standard action.<br \/>The transferred symbol works normally thereafter and retains all its original triggering conditions (although its current location may make its triggers difficult or impossible to achieve).<br \/>You can maintain the symbol in its potential state as long as you concentrate.<br \/>If your concentration lapses while the symbol is stored as potential, it immediately triggers upon you (and only you), even if you normally wouldn&#39;t meet the trigger conditions.<br \/>Saving throw and spell resistance rolls are as for the original symbol.<br \/>The only safe way to rid yourself of the stored spell is to place it on a suitable surface.<br \/>Focus: A piece of slate that has been scoured bare and smooth on one side.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/5 levels","effect":"","area":"","duration":"1 round\/level","saving_throw":"None (harmless)","spell_resistance":"Yes (harmless)","description":"You grant one or more creatures special abilities that allow them to effectively destroy undead.\nAll subjects receive negative energy protection, except that their roll to resist a negative energy attack has a +10 sacred bonus.\nThe subjects are also immune to special attacks by undead that involve ability damage, ability drain, disease or poison.\nSubjects can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons.\nThey also gain a +4 deflection bonus to AC against attacks by undead.","short_description":"You grant one or more creatures special abilities that allow them to effectively destroy undead.","material_components":"0","name":"Undeath's Eternal Foe","level":"Cleric 9","full_text":"<div><p><h5>Undeath's Eternal Foe<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You grant one or more creatures special abilities that allow them to effectively destroy undead.<br \/>All subjects receive negative energy protection, except that their roll to resist a negative energy attack has a +10 sacred bonus.<br \/>The subjects are also immune to special attacks by undead that involve ability damage, ability drain, disease or poison.<br \/>Subjects can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons.<br \/>They also gain a +4 deflection bonus to AC against attacks by undead.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As wall of good, except that it is similar to magic circle against law instead of magic circle against evil.","short_description":"As wall of good, except that it is similar to magic circle against law instead of magic circle agains...","material_components":"0","name":"Wall of Chaos","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As wall of good, except that it is similar to magic circle against law instead of magic circle against evil.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As wall of good, except that it is similar to magic circle against good instead of magic circle against evil.","short_description":"As wall of good, except that it is similar to magic circle against good instead of magic circle again...","material_components":"0","name":"Wall of Evil","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As wall of good, except that it is similar to magic circle against good instead of magic circle against evil.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Wall whose area is up to one 10-ft. square\/level or a sphere or hemisphere with a radius of up to 5 ft.\/2 caster levels","area":"","duration":"","saving_throw":"","spell_resistance":"Yes (see text)","description":"As magic circle against evil (see page 223 of the Player's Handbook), except as noted above and that the barrier is immobile and can be linear or spherical.\nOne side of the wall, selected by you, is the hostile side.\nThe wall only provides protection against evil attacks and blocks the movement of summoned or conjured evil creatures that cross from the hostile side to the nonhostile side.\nEvil creatures that attack you from the nonhostile side of the wall do so without penalties, and evil summoned or conjured creatures can safely cross from the nonhostile side of the wall to the hostile side.\nThe wall of good must be continuous and unbroken when formed.\nIf it is cast so that an object or creature breaks its surface, the spell fails.","short_description":"As magic circle against evil (see page 223 of the Player's Handbook), except as noted above and that ...","material_components":"0","name":"Wall of Good","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall whose area is up to one 10-ft. square\/level or a sphere or hemisphere with a radius of up to 5 ft.\/2 caster levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>As magic circle against evil (see page 223 of the Player&#39;s Handbook), except as noted above and that the barrier is immobile and can be linear or spherical.<br \/>One side of the wall, selected by you, is the &quot;hostile side&quot;.<br \/>The wall only provides protection against evil attacks and blocks the movement of summoned or conjured evil creatures that cross from the hostile side to the nonhostile side.<br \/>Evil creatures that attack you from the nonhostile side of the wall do so without penalties, and evil summoned or conjured creatures can safely cross from the nonhostile side of the wall to the hostile side.<br \/>The wall of good must be continuous and unbroken when formed.<br \/>If it is cast so that an object or creature breaks its surface, the spell fails.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As wall of good, except that it is similar to magic circle against chaos instead of magic circle against evil.","short_description":"As wall of good, except that it is similar to magic circle against chaos instead of magic circle agai...","material_components":"0","name":"Wall of Law","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As wall of good, except that it is similar to magic circle against chaos instead of magic circle against evil.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"","description":"You surround yourself with whispers that injure any creature that comes into contact with you.\nAny creature striking you with its body or handheld weapons suffers 1d6 points of sonic damage +1 point per caster level.\nIf a creature has spell resistance, it applies to this damage.\nWeapons with exceptional reach, such as longspears, do not endanger their users in this way.\nYou cannot use this spell to deal damage to another target (for instance, with an unarmed attack or by forcing the whispers against a target).\nOnly if another creature touches you does the spell deal damage.","short_description":"You surround yourself with whispers that injure any creature that comes into contact with you.","material_components":"0","name":"Wounding Whispers","level":"Bard 3","full_text":"<div><p><h5>Wounding Whispers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><\/table><p>\t<p>You surround yourself with whispers that injure any creature that comes into contact with you.<br \/>Any creature striking you with its body or handheld weapons suffers 1d6 points of sonic damage +1 point per caster level.<br \/>If a creature has spell resistance, it applies to this damage.<br \/>Weapons with exceptional reach, such as longspears, do not endanger their users in this way.<br \/>You cannot use this spell to deal damage to another target (for instance, with an unarmed attack or by forcing the whispers against a target).<br \/>Only if another creature touches you does the spell deal damage.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One missile of acid","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You fire a small orb of acid at the target.\nYou must succeed at a ranged touch attack to hit your target.\nIf you miss, there is no splash effect.\nThe spell deals 1d3 points of acid damage.","short_description":"You fire a small orb of acid at the target.","material_components":"0","name":"Acid Splash","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Acid Splash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One missile of acid<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fire a small orb of acid at the target.<br \/>You must succeed at a ranged touch attack to hit your target.<br \/>If you miss, there is no splash effect.<br \/>The spell deals 1d3 points of acid damage.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Sword-shaped planar rift","area":"","duration":"Concentration, up to 1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"You create a black blade-shaped planar rift about 3 feet long.\nThe blade strikes at any creature within its range, as you desire, starting on the round you cast the spell.\nThe blade makes a melee touch attack against its designated target once each round.\nIts attack bonus is your base attack bonus plus your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).\nAnything hit by the blade takes 2d12 points of damage (bypassing the hardness of objects).\nThe blade threatens a critical hit on an 18-20 and is considered a +5 weapon for the purpose of bypassing damage reduction.\nOn a successful critical hit, the target suffers the effects of a disintegrate spell in addition to the normal damage from the blade.\nIt can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field.\nIt can harm ethereal and incorporeal creatures as if it were a force effect.\nThe blade always strikes from your direction.\nIt does not get a flanking bonus or help a combatant get one.\nIf the blade exceeds its range or goes out of your line of sight, the spell ends.\nYou may direct the blade to attack another target as a standard action.\nA gate spell can be used to counterspell a black blade of disaster.\nA dimensional anchor spell cast at the blade dispels it automatically.\nThe blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it.\nIts touch attack AC is 13.","short_description":"You create a black blade-shaped planar rift about 3 feet long.","material_components":"0","name":"Black Blade of Disaster","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Black Blade of Disaster<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Sword-shaped planar rift<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a black blade-shaped planar rift about 3 feet long.<br \/>The blade strikes at any creature within its range, as you desire, starting on the round you cast the spell.<br \/>The blade makes a melee touch attack against its designated target once each round.<br \/>Its attack bonus is your base attack bonus plus your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).<br \/>Anything hit by the blade takes 2d12 points of damage (bypassing the hardness of objects).<br \/>The blade threatens a critical hit on an 18-20 and is considered a +5 weapon for the purpose of bypassing damage reduction.<br \/>On a successful critical hit, the target suffers the effects of a disintegrate spell in addition to the normal damage from the blade.<br \/>It can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field.<br \/>It can harm ethereal and incorporeal creatures as if it were a force effect.<br \/>The blade always strikes from your direction.<br \/>It does not get a flanking bonus or help a combatant get one.<br \/>If the blade exceeds its range or goes out of your line of sight, the spell ends.<br \/>You may direct the blade to attack another target as a standard action.<br \/>A gate spell can be used to counterspell a black blade of disaster.<br \/>A dimensional anchor spell cast at the blade dispels it automatically.<br \/>The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it.<br \/>Its touch attack AC is 13.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"15-ft.-radius burst centered on spot","duration":"Instantaneous","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"You cause a rain of rocks to fall from the sky, burying your opponents.\nThe spell deals 1d8 points of damage per caster level (maximum 10d8) and buries any target who fails his save.\nBuried subjects suffocate (see Suffocation, page 88 of the DUNGEON MASTER's Guide) until they climb from under the rocks (this is a full-round action).\nA buried creature has nine-tenths cover and concealment.\nFocus: A quartz crystal embedded in rock.","short_description":"You cause a rain of rocks to fall from the sky, burying your opponents.","material_components":"0","name":"Bombardment","level":"Druid 8","full_text":"<div><p><h5>Bombardment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause a rain of rocks to fall from the sky, burying your opponents.<br \/>The spell deals 1d8 points of damage per caster level (maximum 10d8) and buries any target who fails his save.<br \/>Buried subjects suffocate (see Suffocation, page 88 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide) until they climb from under the rocks (this is a full-round action).<br \/>A buried creature has nine-tenths cover and concealment.<br \/>Focus: A quartz crystal embedded in rock.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You cause silkworm threads to encase your target in a cocoon.\nWhile in the cocoon, the subject is paralyzed.\nGradually, the cocoon leeches energy from the subject until he dies, at which point the cocoon grants powers to its holder.\nOnce per day, the subject receives one negative level.\nIf these levels become permanent, the cocoon stores the lost energy in its silk threads (up to 10 levels).\nThe cocoon has 100 hp and hardness 10.\nHacking it off the subject eventually breaks the subject free.\nIf the cocoon is not allowed to complete its draining of the subject, it becomes useless and conveys no benefits.\nHowever, when the victim is reduced to zero levels, he dies and the cocoon falls off, shrinking to the size of a walnut.\nYou may then carry the cocoon and draw energy from it.\nIf carried, the shrunken cocoon grants you a +4 enhancement bonus to the victim's highest ability score (for instance, if the victim's highest ability score was\nWisdom, you would gain a +4 enhancement bonus to your Wisdom).\nIn the case of a tie, you may select which bonus you get.\nIf the victim had any ranks in a Knowledge skill, you gain an enhancement bonus on that skill check equal to the number of ranks possessed by the victim.\nIf the victim was a spellcaster, you gain one free spell slot of the highest spell level the victim could cast (even if those spells were of a different class or type than your own).\nThe cocoon grants these special powers for one day per level drained from the victim.\nIf the victim is restored to life before this duration ends, the cocoon immediately loses all powers.\nMaterial Component: A silkworm cocoon.\nXP Cost: 1,000 XP.","short_description":"You cause silkworm threads to encase your target in a cocoon.","material_components":"0","name":"Cocoon","level":"Druid 8","full_text":"<div><p><h5>Cocoon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause silkworm threads to encase your target in a cocoon.<br \/>While in the cocoon, the subject is paralyzed.<br \/>Gradually, the cocoon leeches energy from the subject until he dies, at which point the cocoon grants powers to its holder.<br \/>Once per day, the subject receives one negative level.<br \/>If these levels become permanent, the cocoon &quot;stores&quot; the lost energy in its silk threads (up to 10 levels).<br \/>The cocoon has 100 hp and hardness 10.<br \/>Hacking it off the subject eventually breaks the subject free.<br \/>If the cocoon is not allowed to complete its draining of the subject, it becomes useless and conveys no benefits.<br \/>However, when the victim is reduced to zero levels, he dies and the cocoon falls off, shrinking to the size of a walnut.<br \/>You may then carry the cocoon and draw energy from it.<br \/>If carried, the shrunken cocoon grants you a +4 enhancement bonus to the victim&#39;s highest ability score (for instance, if the victim&#39;s highest ability score was<br \/>Wisdom, you would gain a +4 enhancement bonus to your Wisdom).<br \/>In the case of a tie, you may select which bonus you get.<br \/>If the victim had any ranks in a Knowledge skill, you gain an enhancement bonus on that skill check equal to the number of ranks possessed by the victim.<br \/>If the victim was a spellcaster, you gain one free spell slot of the highest spell level the victim could cast (even if those spells were of a different class or type than your own).<br \/>The cocoon grants these special powers for one day per level drained from the victim.<br \/>If the victim is restored to life before this duration ends, the cocoon immediately loses all powers.<br \/>Material Component: A silkworm cocoon.<br \/>XP Cost: 1,000 XP.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature or creatures touched (up to one\/level)","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"Your hand becomes coated with a thick layer of acid that does not harm you or your equipment.\nA melee touch attack with this hand causes 1d6+1 points of\nacid damage.\nYou may use this melee touch attack up to one time\/level.\nIf you grapple an opponent, you can deal this damage in addition to other damage you deal while grappling.","short_description":"Your hand becomes coated with a thick layer of acid that does not harm you or your equipment.","material_components":"0","name":"Corrosive Grasp","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Corrosive Grasp<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your hand becomes coated with a thick layer of acid that does not harm you or your equipment.<br \/>A melee touch attack with this hand causes 1d6+1 points of<br \/>acid damage.<br \/>You may use this melee touch attack up to one time\/level.<br \/>If you grapple an opponent, you can deal this damage in addition to other damage you deal while grappling.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 full round","range":"Personal","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You bring into being a shroud of dark, writhing tentacles around your body.\nThe tentacles do not interfere with your movement or spellcasting, but they provide you one-half concealment (20% miss chance) and totally hide your features.\nYou get a +4 competence bonus on all grapple checks, Climb checks, and Escape Artist checks.\nThe crawling darkness automatically protects you with feather fall if you ever fall more than 3 feet and allows you to water walk at will.","short_description":"You bring into being a shroud of dark, writhing tentacles around your body.","material_components":"0","name":"Crawling Darkness","level":"Cleric 5","full_text":"<div><p><h5>Crawling Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You bring into being a shroud of dark, writhing tentacles around your body.<br \/>The tentacles do not interfere with your movement or spellcasting, but they provide you one-half concealment (20% miss chance) and totally hide your features.<br \/>You get a +4 competence bonus on all grapple checks, Climb checks, and Escape Artist checks.<br \/>The crawling darkness automatically protects you with feather fall if you ever fall more than 3 feet and allows you to water walk at will.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, XP","casting_time":"One day","range":"Touch","target":"","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You formtwo crossroads and a backroad that links them.\nThe crossroads are vertical, rectangular areas of up to 50 square feet each.\nYou must have personally visited the end crossroads location in order to create the backroad.\nThe spell summons a crossroads guardian and establishes a crossroads at each end.\nThe crossroads guardians always start with a Helpful attitude toward their creator.\nThe procedure requires your complete dedication and attention for a full day, preparing and nurturing the site, typically naturalizing it and removing signs of civilization.\nXP Cost: 3,500 XP.","short_description":"You formtwo crossroads and a backroad that links them.","material_components":"0","name":"Create Crossroads and Backroad","level":"Druid 7","full_text":"<div><p><h5>Create Crossroads and Backroad<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>One day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You formtwo crossroads and a backroad that links them.<br \/>The crossroads are vertical, rectangular areas of up to 50 square feet each.<br \/>You must have personally visited the end crossroads location in order to create the backroad.<br \/>The spell summons a crossroads guardian and establishes a crossroads at each end.<br \/>The crossroads guardians always start with a Helpful attitude toward their creator.<br \/>The procedure requires your complete dedication and attention for a full day, preparing and nurturing the site, typically naturalizing it and removing signs of civilization.<br \/>XP Cost: 3,500 XP.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You create water in the lungs of the subject, which begins to drown.\nThe subject immediately falls unconscious, dropping to 0 hp.\nIn the following round, it drops to -1 hit points and is dying.\nIn the following round, it dies.\n(For details, see The Drowning Rule, page 85 of the DUNGEON MASTER's Guide).\nCoughing and other attempts by the victim to physically expel the water are useless.\nHowever, any time before death it can be stabilized with a Heal check (DC 15).\nUndead, constructs, creatures who do not need to breathe, and creatures who can breathe water are unaffected by this spell.","short_description":"You create water in the lungs of the subject, which begins to drown.","material_components":"0","name":"Drown","level":"Druid 6","full_text":"<div><p><h5>Drown<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create water in the lungs of the subject, which begins to drown.<br \/>The subject immediately falls unconscious, dropping to 0 hp.<br \/>In the following round, it drops to -1 hit points and is dying.<br \/>In the following round, it dies.<br \/>(For details, see The Drowning Rule, page 85 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<br \/>Coughing and other attempts by the victim to physically expel the water are useless.<br \/>However, any time before death it can be stabilized with a Heal check (DC 15).<br \/>Undead, constructs, creatures who do not need to breathe, and creatures who can breathe water are unaffected by this spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half (harmless)","spell_resistance":"Yes (harmless)","description":"When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5).\nThe spell only works on a creature with the same patron as you.\nA target with no patron or a different patron than you is unaffected by the spell, even if the target would normally be harmed by positive energy.","short_description":"When laying your hand upon a living creature, you channel positive energy that cures 8 points of dama...","material_components":"0","name":"Faith Healing","level":"Blackguard 1 \/ Cleric 1 \/ Paladin 1","full_text":"<div><p><h5>Faith Healing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5).<br \/>The spell only works on a creature with the same patron as you.<br \/>A target with no patron or a different patron than you is unaffected by the spell, even if the target would normally be harmed by positive energy.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"240 fiery spiders that cover a 20-ft.-radius spread","area":"","duration":"1 round\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You call forth a swarm of 240 fire elementals the size of common spiders.\nThe fire spiders each have 1\/4 d8 HD (1 hp), speed 10 ft., climb 10 ft., and AC 18 (+8 size).\nThey distribute themselves evenly within the initial area of the spell (six creatures per 5-foot square), and after the first round they move as a swarm, seeking creatures and objects to attack and ignite.\nThe attacks by the fire spiders in a 5-foot-square area can be treated as an area attack by the group, inflicting fire damage equal to the number of spiders in that square (a Reflex saving throw halves the damage).\nUnlike with a creeping doom spell, the fire spiders do not die after inflicting damage, and only disappear if they are slain, the spell duration expires, or they are somehow banished to their home plane.\nFire spiders can ignite flammable objects if they rest on one for 2 or more rounds.\nAs fire elementals, the fire spiders are immune to fire and are thwarted by barriers that block neutral outsiders.\nWater or other nonflammable liquid (including acid) kills them, a flask destroying 2d4 fire spiders in a targeted 5-foot square and causing 1 point of splash damage to adjacent squares (killing one spider in each adjacent square).\nIf some of the creatures die, the swarm condenses, growing smaller in area, maintaining the density of six creatures per 5-foot area.\nThousands of years ago, the drow used this spell to set on fire a large portion of what is now the Border Forest, separating it further from the forest of Cormanthor.\nMaterial Component: A handful of rubies or ruby dust worth\nat least 500 gp.","short_description":"You call forth a swarm of 240 fire elementals the size of common spiders.","material_components":"0","name":"Fire Spiders","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Fire Spiders<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>240 fiery spiders that cover a 20-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call forth a swarm of 240 fire elementals the size of common spiders.<br \/>The fire spiders each have 1\/4 d8 HD (1 hp), speed 10 ft., climb 10 ft., and AC 18 (+8 size).<br \/>They distribute themselves evenly within the initial area of the spell (six creatures per 5-foot square), and after the first round they move as a swarm, seeking creatures and objects to attack and ignite.<br \/>The attacks by the fire spiders in a 5-foot-square area can be treated as an area attack by the group, inflicting fire damage equal to the number of spiders in that square (a Reflex saving throw halves the damage).<br \/>Unlike with a creeping doom spell, the fire spiders do not die after inflicting damage, and only disappear if they are slain, the spell duration expires, or they are somehow banished to their home plane.<br \/>Fire spiders can ignite flammable objects if they rest on one for 2 or more rounds.<br \/>As fire elementals, the fire spiders are immune to fire and are thwarted by barriers that block neutral outsiders.<br \/>Water or other nonflammable liquid (including acid) kills them, a flask destroying 2d4 fire spiders in a targeted 5-foot square and causing 1 point of splash damage to adjacent squares (killing one spider in each adjacent square).<br \/>If some of the creatures die, the swarm condenses, growing smaller in area, maintaining the density of six creatures per 5-foot area.<br \/>Thousands of years ago, the drow used this spell to set on fire a large portion of what is now the Border Forest, separating it further from the forest of Cormanthor.<br \/>Material Component: A handful of rubies or ruby dust worth<br \/>at least 500 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 minute","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"None (harmless)","spell_resistance":"Yes (harmless)","description":"You surround the subject with an aura that immediately heals her if she suffers an attack that would kill her (reduce her hit points to -10 or below).\nWhen this event occurs, the fortunate fate spell intervenes by immediately triggering a heal spell upon the target.\nIf the attack is one that causes harm in a way that a heal spell can repair (disease, hit point damage, temporary ability damage, or poison), the target does not actually die, saved by the heal.\nIf the attack is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent her death.\nIf this spell is cast upon an undead creature, it uses a harm spell instead of heal.","short_description":"You surround the subject with an aura that immediately heals her if she suffers an attack that would ...","material_components":"0","name":"Fortunate Fate","level":"Cleric 7","full_text":"<div><p><h5>Fortunate Fate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You surround the subject with an aura that immediately heals her if she suffers an attack that would kill her (reduce her hit points to -10 or below).<br \/>When this event occurs, the fortunate fate spell intervenes by immediately triggering a heal spell upon the target.<br \/>If the attack is one that causes harm in a way that a heal spell can repair (disease, hit point damage, temporary ability damage, or poison), the target does not actually die, saved by the heal.<br \/>If the attack is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent her death.<br \/>If this spell is cast upon an undead creature, it uses a harm spell instead of heal.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius burst","duration":"1 round","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You conjure a cloud of foul-looking gray fog.\nThe toxic fog deals 1d4 points of subdual damage\/level (maximum 5d4).\nHolding one's breath doesn't help.\nFocus: Three polished gray stones.","short_description":"You conjure a cloud of foul-looking gray fog.","material_components":"0","name":"Igedrazaar's Miasma","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Igedrazaar's Miasma<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a cloud of foul-looking gray fog.<br \/>The toxic fog deals 1d4 points of subdual damage\/level (maximum 5d4).<br \/>Holding one&#39;s breath doesn&#39;t help.<br \/>Focus: Three polished gray stones.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You breathe forth a cone of acidic droplets.\nThe cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).\nMaterial Component: A handful of fire ants (alive or dead).","short_description":"You breathe forth a cone of acidic droplets.","material_components":"0","name":"Mestil's Acid Breath","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Mestil's Acid Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You breathe forth a cone of acidic droplets.<br \/>The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).<br \/>Material Component: A handful of fire ants (alive or dead).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, AF","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You enclose yourself in a fluid sheath of acid that does not harm you.\nYou can breathe normally and cast spells while the acid sheath is present.\nAny creature striking you with its body deals normal damage, but at the same time the attacker takes 1d6 points +2 points per caster level of acid damage.\nWeapons with exceptional reach, such as longspears, do not endanger their users in this way.\nThe acid sheath does not protect you against other attack forms, such as fire.\nAny creature you are riding automatically takes damage every round as if you were touching it with a corrosive grasp.\nThe mount tries to remove the source of pain, requiring a Ride check (DC 30) each round for you to remain mounted.\nYou may make melee touch attacks as if you were using a corrosive grasp spell.\nA creature that swallows you does not take damage from this spell if its stomach inflicts acid damage.\nMaterial Component: A handful of fire ants (alive or dead).\nFocus: A glass sculpture of a humanoid.","short_description":"You enclose yourself in a fluid sheath of acid that does not harm you.","material_components":"0","name":"Mestil's Acid Sheath","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Mestil's Acid Sheath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You enclose yourself in a fluid sheath of acid that does not harm you.<br \/>You can breathe normally and cast spells while the acid sheath is present.<br \/>Any creature striking you with its body deals normal damage, but at the same time the attacker takes 1d6 points +2 points per caster level of acid damage.<br \/>Weapons with exceptional reach, such as longspears, do not endanger their users in this way.<br \/>The acid sheath does not protect you against other attack forms, such as fire.<br \/>Any creature you are riding automatically takes damage every round as if you were touching it with a corrosive grasp.<br \/>The mount tries to remove the source of pain, requiring a Ride check (DC 30) each round for you to remain mounted.<br \/>You may make melee touch attacks as if you were using a corrosive grasp spell.<br \/>A creature that swallows you does not take damage from this spell if its stomach inflicts acid damage.<br \/>Material Component: A handful of fire ants (alive or dead).<br \/>Focus: A glass sculpture of a humanoid.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/2 levels","saving_throw":"Will half (harmless)","spell_resistance":"Yes (harmless)","description":"You give the target the regeneration ability that some monsters possess.\nAttacks against the creature except fire and acid inflict subdual damage instead of lethal damage.\nIt heals subdual damage at a rate of 4 points per round.\nA regenerating creature that has been rendered unconscious through subdual damage can be killed with a coup de grace.\nThe attack has to inflict fire or acid damage.\nAttack forms that don't inflict hit point damage (for example, most poisons and disintegration) ignore regeneration.\nRegeneration also does not restore hit points lost from starvation, thirst, or suffocation.\nA regenerating creature can regrow lost portions of its body (although the spell duration is usually not long enough to allow this except for very small portions such as fingers) and can reattach severed limbs as a move-equivalent action.\nSevered parts that are not reattached wither and die normally.\nWhen the spell ends, all the creature's subdual damage is converted to normal damage.","short_description":"You give the target the regeneration ability that some monsters possess.","material_components":"0","name":"Monstrous Regeneration","level":"Cleric 5","full_text":"<div><p><h5>Monstrous Regeneration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You give the target the regeneration ability that some monsters possess.<br \/>Attacks against the creature except fire and acid inflict subdual damage instead of lethal damage.<br \/>It heals subdual damage at a rate of 4 points per round.<br \/>A regenerating creature that has been rendered unconscious through subdual damage can be killed with a coup de grace.<br \/>The attack has to inflict fire or acid damage.<br \/>Attack forms that don&#39;t inflict hit point damage (for example, most poisons and disintegration) ignore regeneration.<br \/>Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.<br \/>A regenerating creature can regrow lost portions of its body (although the spell duration is usually not long enough to allow this except for very small portions such as fingers) and can reattach severed limbs as a move-equivalent action.<br \/>Severed parts that are not reattached wither and die normally.<br \/>When the spell ends, all the creature&#39;s subdual damage is converted to normal damage.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"As vine mine, but the vines you create are poisonous (contact, 1d6 Dex\/2d6 Dex).\nA successful Fortitude save is required only upon the first entry into the area of effect (and again 1 minute later); creatures don't have to save each time they enter (or each round they remain within).\nYou are immune to the poison of the vines you create, and you can select a number of other targets equal to your level to share this immunity.","short_description":"As vine mine, but the vines you create are poisonous (contact, 1d6 Dex\/2d6 Dex).","material_components":"0","name":"Poison Vines","level":"Druid 7","full_text":"<div><p><h5>Poison Vines<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As vine mine, but the vines you create are poisonous (contact, 1d6 Dex\/2d6 Dex).<br \/>A successful Fortitude save is required only upon the first entry into the area of effect (and again 1 minute later); creatures don&#39;t have to save each time they enter (or each round they remain within).<br \/>You are immune to the poison of the vines you create, and you can select a number of other targets equal to your level to share this immunity.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 rounds +1 round\/2 levels","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"When laying your hand upon a living creature, you boost its life energy to grant it the fast healing ability.\nThe target heals 2 hit points per round until the duration expires.\nThis spell does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow or attach lost body parts.\nThe effect of the spell automatically stabilizes a dying character.\nThe effects of multiple remedy spells do not stack; only the highest-level effect applies.\nApplying a second remedy spell of equal level extends the spell's duration.","short_description":"When laying your hand upon a living creature, you boost its life energy to grant it the fast healing ...","material_components":"0","name":"Remedy Moderate Wounds","level":"Cleric 3 \/ Druid 2","full_text":"<div><p><h5>Remedy Moderate Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 rounds +1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When laying your hand upon a living creature, you boost its life energy to grant it the fast healing ability.<br \/>The target heals 2 hit points per round until the duration expires.<br \/>This spell does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow or attach lost body parts.<br \/>The effect of the spell automatically stabilizes a dying character.<br \/>The effects of multiple remedy spells do not stack; only the highest-level effect applies.<br \/>Applying a second remedy spell of equal level extends the spell&#39;s duration.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 full round","range":"Touch","target":"Dead ally touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"You touch a recently slain ally and temporarily restore the character to life so he may continue to fight.\nThe target can have been dead for up to 1 round\/caster level.\nHe functions as if a raise dead spell had been cast upon him, except that she does not lose a level and has half of his normal hit points.\nHe is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends.\nWhile the subject is under this spell, he is not affected by resurrection or raise dead.\nThe target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed him.\nMaterial Component: 500 gp of diamond dust sprinkled over the body.","short_description":"You touch a recently slain ally and temporarily restore the character to life so he may continue to f...","material_components":"0","name":"Revenance","level":"Bard 5 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Revenance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You touch a recently slain ally and temporarily restore the character to life so he may continue to fight.<br \/>The target can have been dead for up to 1 round\/caster level.<br \/>He functions as if a raise dead spell had been cast upon him, except that she does not lose a level and has half of his normal hit points.<br \/>He is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends.<br \/>While the subject is under this spell, he is not affected by resurrection or raise dead.<br \/>The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed him.<br \/>Material Component: 500 gp of diamond dust sprinkled over the body.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You improve your ability to turn undead.\nYour paladin level is treated as two levels higher for the purpose of turning or destroying undead.","short_description":"You improve your ability to turn undead.","material_components":"0","name":"Seek Eternal Rest","level":"Paladin 4","full_text":"<div><p><h5>Seek Eternal Rest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>You improve your ability to turn undead.<br \/>Your paladin level is treated as two levels higher for the purpose of turning or destroying undead.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"0 ft.","target":"","effect":"One quasi-real staglike creature","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"Yes","description":"You conjure a quasi-real, staglike creature.\nThe creature can either be directed to attack a target or simply carry you on its back.\nWhen you cast the spell, you decide if you want the stag to appear next to you or form underneath you so you may ride it immediately.\nThe stag has a speed of 60 feet and can act as soon as it appears.\nIt moves as you direct.\nControlling the stag is a free action.\nThe stag can ride in the air as if it were firm land, as a phantom steed spell cast by a 12th-level caster.\nIt can bear its rider's weight plus up to 10 pounds per caster level.\nThe mount has an Armor Class of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level.\nIf it loses all its hit points, the spectral stag disappears.\nIf directed to attack a creature, the stag charges its target and initiates a bull rush.\nThe stag is Large and has Strength 18 for this purpose.\nThe stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of against the stag.\nIf the bull rush fails, the stag (and you, if riding it)moves 5 feet straight back to where it was before it moved into the target's space.\nIf the bull rush succeeds, the stag moves the defender the maximum distance possible.\nThe defender also must make a Fortitude saving throw or be stunned for 1 round.\nWhen the spell ends, the stag vanishes.\nIf you were riding the stag, you land safely on the ground.","short_description":"You conjure a quasi-real, staglike creature.","material_components":"0","name":"Spectral Stag","level":"Cleric 2","full_text":"<div><p><h5>Spectral Stag<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One quasi-real staglike creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a quasi-real, staglike creature.<br \/>The creature can either be directed to attack a target or simply carry you on its back.<br \/>When you cast the spell, you decide if you want the stag to appear next to you or form underneath you so you may ride it immediately.<br \/>The stag has a speed of 60 feet and can act as soon as it appears.<br \/>It moves as you direct.<br \/>Controlling the stag is a free action.<br \/>The stag can ride in the air as if it were firm land, as a phantom steed spell cast by a 12th-level caster.<br \/>It can bear its rider&#39;s weight plus up to 10 pounds per caster level.<br \/>The mount has an Armor Class of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level.<br \/>If it loses all its hit points, the spectral stag disappears.<br \/>If directed to attack a creature, the stag charges its target and initiates a bull rush.<br \/>The stag is Large and has Strength 18 for this purpose.<br \/>The stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of against the stag.<br \/>If the bull rush fails, the stag (and you, if riding it)moves 5 feet straight back to where it was before it moved into the target&#39;s space.<br \/>If the bull rush succeeds, the stag moves the defender the maximum distance possible.<br \/>The defender also must make a Fortitude saving throw or be stunned for 1 round.<br \/>When the spell ends, the stag vanishes.<br \/>If you were riding the stag, you land safely on the ground.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 10-ft. square\/level","duration":"1 day\/level","saving_throw":"See below","spell_resistance":"Yes (object)","description":"This spell conjures thick, stony arms that spring forth from a rock or stone formation whenever anyone passes near it.\nEach 10-foot square in the spell's area contains one stone\narm.\nThe arms attempt to grapple any creature that enters their area.\nEach arm has a Strength of 20 and a base attack bonus of +1\/caster level (plus Strength bonus).\nThe arms are Medium-size.\nOnce an arm has grappled a target, it automatically inflicts 1d6+5 points of damage per round.\nAn arm maintains its grapple until the subject escapes, even holding a victim long after death.\nEach arm has 1 hp\/caster level, AC 18, and hardness 8, and saves as the caster.\nBefore they attack, the arms remain beneath the surface of the stone.\nThey may be discovered (but not disarmed) as a magic trap.","short_description":"This spell conjures thick, stony arms that spring forth from a rock or stone formation whenever anyon...","material_components":"0","name":"Stonehold","level":"Druid 6","full_text":"<div><p><h5>Stonehold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See below<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures thick, stony arms that spring forth from a rock or stone formation whenever anyone passes near it.<br \/>Each 10-foot square in the spell&#39;s area contains one stone<br \/>arm.<br \/>The arms attempt to grapple any creature that enters their area.<br \/>Each arm has a Strength of 20 and a base attack bonus of +1\/caster level (plus Strength bonus).<br \/>The arms are Medium-size.<br \/>Once an arm has grappled a target, it automatically inflicts 1d6+5 points of damage per round.<br \/>An arm maintains its grapple until the subject escapes, even holding a victim long after death.<br \/>Each arm has 1 hp\/caster level, AC 18, and hardness 8, and saves as the caster.<br \/>Before they attack, the arms remain beneath the surface of the stone.<br \/>They may be discovered (but not disarmed) as a magic trap.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"As summon monster I, except that you summon an undead creature.\nThe spell conjures one of the creatures from the 1st-level list on the Summon Undead table below.\nYou choose which creature to summon, and you can change that choice each time you cast the spell.\nSummoned undead do not count toward your total Hit Dice of undead you can control with animate dead or clerical negative energy.\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\nFocus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.","short_description":"As summon monster I, except that you summon an undead creature.","material_components":"0","name":"Summon Undead I","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Summon Undead I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As summon monster I, except that you summon an undead creature.<br \/>The spell conjures one of the creatures from the 1st-level list on the Summon Undead table below.<br \/>You choose which creature to summon, and you can change that choice each time you cast the spell.<br \/>Summoned undead do not count toward your total Hit Dice of undead you can control with animate dead or clerical negative energy.<br \/>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<br \/>Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of the same type from the 1st-level list.","short_description":"As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of th...","material_components":"0","name":"Summon Undead II","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Summon Undead II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of the same type from the 1st-level list.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 3rd-level list, 1d3 undead of the same type from the 2nd-level list, or 1d4+1 undead of the same type from the 1st-level list.","short_description":"As summon undead I, except that you can summon one undead from the 3rd-level list, 1d3 undead of the ...","material_components":"0","name":"Summon Undead III","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Summon Undead III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 3rd-level list, 1d3 undead of the same type from the 2nd-level list, or 1d4+1 undead of the same type from the 1st-level list.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 4th-level list, 1d3 undead of the same type from the 3rd-level list, or 1d4+1 undead of the same type from a lower-level list.","short_description":"As summon undead I, except that you can summon one undead from the 4th-level list, 1d3 undead of the ...","material_components":"0","name":"Summon Undead IV","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Undead IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 4th-level list, 1d3 undead of the same type from the 3rd-level list, or 1d4+1 undead of the same type from a lower-level list.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon undead I, except that you can summon one undead from the 5th-level list, 1d3 undead of the same type from the 4th-level list, or 1d4+1 undead of the same type from a lower-level list.","short_description":"As summon undead I, except that you can summon one undead from the 5th-level list, 1d3 undead of the ...","material_components":"0","name":"Summon Undead V","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Summon Undead V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>As summon undead I, except that you can summon one undead from the 5th-level list, 1d3 undead of the same type from the 4th-level list, or 1d4+1 undead of the same type from a lower-level list.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Spread of 10-ft. radius\/level","duration":"10 minutes\/level","saving_throw":"See text","spell_resistance":"Yes","description":"You create and direct the rapid growth of vines, creating a variety of effects.\nWhen you cast the spell, choose one of the following effects:\n* entangle (as the spell)\n* climbing aid (treat as knotted ropes)\n* bind helpless targets (DC 25 to escape)\n* hamper movement (as heavy undergrowth)\n* camouflage (add +4 competence bonus on Hide checks) As a standard action, you may redirect the vines' growth (thus changing the effect).\nMaterial Component: A crown of ivy leaves.","short_description":"You create and direct the rapid growth of vines, creating a variety of effects.","material_components":"0","name":"Vine Mine","level":"Druid 5","full_text":"<div><p><h5>Vine Mine<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create and direct the rapid growth of vines, creating a variety of effects.<br \/>When you cast the spell, choose one of the following effects:\n\t<ul>\n\t\t<li>entangle (as the spell)<\/li>\n\t\t<li>climbing aid (treat as knotted ropes)<\/li>\n\t\t<li>bind helpless targets (DC 25 to escape)<\/li>\n\t\t<li>hamper movement (as heavy undergrowth)<\/li>\n\t\t<li>camouflage (add +4 competence bonus on Hide checks) As a standard action, you may redirect the vines&#39; growth (thus changing the effect).<\/li>\n\t<\/ul><br \/>Material Component: A crown of ivy leaves.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"","effect":"1d4+3 summoned creatures","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell summons 1d4+3 fiendish (CE) or celestial (CG) Medium-size vipers (snakes), which leap forth from your mouth to attack your enemies.\nStarting on the round you complete the spell, you may spit forth vipers until you reach the number summoned by the spell.\nYou may spit three vipers as a standard action or one viper as a move-equivalent action.\nSpat vipers land at your feet and act on your turn just as creatures summoned by a summon monster spell.\nUntil you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech.\nThe snakes are not actually present in your mouth, and do not interfere with your breathing.\nAt the end of the spell, all the vipers disappear, and any not brought forth are lost.\nWhen you use a summoning spell to summon an evil or good creature, it is a spell of that type.\nMaterial Component: A snakeskin.","short_description":"This spell summons 1d4+3 fiendish (CE) or celestial (CG) Medium-size vipers (snakes), which leap fort...","material_components":"0","name":"Vipergout","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Vipergout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1d4+3 summoned creatures<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons 1d4+3 fiendish (CE) or celestial (CG) Medium-size vipers (snakes), which leap forth from your mouth to attack your enemies.<br \/>Starting on the round you complete the spell, you may spit forth vipers until you reach the number summoned by the spell.<br \/>You may spit three vipers as a standard action or one viper as a move-equivalent action.<br \/>Spat vipers land at your feet and act on your turn just as creatures summoned by a summon monster spell.<br \/>Until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech.<br \/>The snakes are not actually present in your mouth, and do not interfere with your breathing.<br \/>At the end of the spell, all the vipers disappear, and any not brought forth are lost.<br \/>When you use a summoning spell to summon an evil or good creature, it is a spell of that type.<br \/>Material Component: A snakeskin.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"One 10-ft. square\/level (S)","duration":"Instantaneous","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"You conjure a sweeping wave of ice, snow, and slush that washes away everything it its path.\nEverything in the initial area of the spell takes 1d4 points of cold damage per caster level (maximum 25d4).\nCreatures on foot and objects in the initial area must make Reflex saves or be carried along by the wave for 5 feet per caster level.\nThe forced movement does not harm the targets except to leave them prone.\nDead-end corridors and similar obstacles prevent the avalanche from moving creatures any farther.\nThe avalanche counts as a water attack for the purpose of extinguishing normal fires.","short_description":"You conjure a sweeping wave of ice, snow, and slush that washes away everything it its path.","material_components":"0","name":"Zajimarn's Avalanche","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Zajimarn's Avalanche<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a sweeping wave of ice, snow, and slush that washes away everything it its path.<br \/>Everything in the initial area of the spell takes 1d4 points of cold damage per caster level (maximum 25d4).<br \/>Creatures on foot and objects in the initial area must make Reflex saves or be carried along by the wave for 5 feet per caster level.<br \/>The forced movement does not harm the targets except to leave them prone.<br \/>Dead-end corridors and similar obstacles prevent the avalanche from moving creatures any farther.<br \/>The avalanche counts as a water attack for the purpose of extinguishing normal fires.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Personal","target":"","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You divine the relative direction and condition of another individual.\nDuring the casting of the spell, you think of your target as you do a spinning dance around the compass.\nYou must have firsthand knowledge of your target for the spell to function.\nIf the target is alive and on the same plane as you, the spell leaves you facing in the direction of your target.\nYou also get an impression of the target's physical and emotional conditions (unharmed, wounded, unconscious, dying, and so on).\nIf the target is on a different plane or dead, you feel nothing.","short_description":"You divine the relative direction and condition of another individual.","material_components":"0","name":"Circle Dance","level":"Bard 2 \/ Cleric 3 \/ Druid 3","full_text":"<div><p><h5>Circle Dance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 3 \/ Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You divine the relative direction and condition of another individual.<br \/>During the casting of the spell, you think of your target as you do a spinning dance around the compass.<br \/>You must have firsthand knowledge of your target for the spell to function.<br \/>If the target is alive and on the same plane as you, the spell leaves you facing in the direction of your target.<br \/>You also get an impression of the target&#39;s physical and emotional conditions (unharmed, wounded, unconscious, dying, and so on).<br \/>If the target is on a different plane or dead, you feel nothing.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"60 ft. or 1 mile (see text)","target":"","effect":"","area":"Quarter circle emanating from you to the extreme of the range","duration":"Concentration up to 10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can see fey crossroads within 60 feet, if your visibility isn't blocked.\nA crossroads appears to you as a blue-hued, x-shaped shadow upon the ground.\nYou recognize the crossroads for what it is, and won't be fooled by a false or illusory one.\nDetect crossroads gives you no information on where the backroad leads.\nIf the nearest crossroads is less than a mile away, but blocked visually from you either by distance or barriers, you can still sense its general direction.\nEach round, you can turn to detect in a new direction.\nSee the previous chapter for more on crossroads.","short_description":"You can see fey crossroads within 60 feet, if your visibility isn't blocked.","material_components":"0","name":"Detect Crossroads","level":"Bard 0 \/ Druid 0","full_text":"<div><p><h5>Detect Crossroads<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft. or 1 mile (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration up to 10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can see fey crossroads within 60 feet, if your visibility isn&#39;t blocked.<br \/>A crossroads appears to you as a blue-hued, x-shaped shadow upon the ground.<br \/>You recognize the crossroads for what it is, and won&#39;t be fooled by a false or illusory one.<br \/>Detect crossroads gives you no information on where the backroad leads.<br \/>If the nearest crossroads is less than a mile away, but blocked visually from you either by distance or barriers, you can still sense its general direction.<br \/>Each round, you can turn to detect in a new direction.<br \/>See the previous chapter for more on crossroads.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Animal skull touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"Yes (object)","description":"You can see, hear, and speak through a specific dried animal skull at any distance.\nAs long as you and the skull remain on the same plane, you can see and hear as if you were standing where it is, and during your turn you can switch your perception from its location to your own or back again as a free action.\nIf you desire, any spell you cast whose range is greater than touch (and which does not require a material component or focus) can originate from the skull instead of from you.\nIf the skull is destroyed, the spell ends.\nCasting a spell through the skull costs 10 XP per spell level.\nFocus: A dried animal skull.","short_description":"You can see, hear, and speak through a specific dried animal skull at any distance.","material_components":"0","name":"Echo Skull","level":"Druid 5","full_text":"<div><p><h5>Echo Skull<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You can see, hear, and speak through a specific dried animal skull at any distance.<br \/>As long as you and the skull remain on the same plane, you can see and hear as if you were standing where it is, and during your turn you can switch your perception from its location to your own or back again as a free action.<br \/>If you desire, any spell you cast whose range is greater than touch (and which does not require a material component or focus) can originate from the skull instead of from you.<br \/>If the skull is destroyed, the spell ends.<br \/>Casting a spell through the skull costs 10 XP per spell level.<br \/>Focus: A dried animal skull.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Touch","target":"Any object","effect":"","area":"","duration":"5 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You prepare an object that records and replays a song previously played or sung in its vicinity.\nWhen cast, the spell searches a radius of 50 feet for the lingering notes of a tune played there within the last day.\nIt records these notes and reverberations.\nIf multiple songs have been played at that spot, ghostharp recalls the song most recently played, starting with the beginning of the piece recalled.\nAt your verbal command, Play, the ghostharp replays the music.\nThe tune repeats until you command it to stop, or until the spell's duration comes to an end.\nThe ghostharp does not record conversations.\nIts imperfect replay can't reproduce bardic music or other magical effects, nor can it cast spells.","short_description":"You prepare an object that records and replays a song previously played or sung in its vicinity.","material_components":"0","name":"Ghostharp","level":"Bard 0","full_text":"<div><p><h5>Ghostharp<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You prepare an object that records and replays a song previously played or sung in its vicinity.<br \/>When cast, the spell searches a radius of 50 feet for the lingering notes of a tune played there within the last day.<br \/>It records these notes and reverberations.<br \/>If multiple songs have been played at that spot, ghostharp recalls the song most recently played, starting with the beginning of the piece recalled.<br \/>At your verbal command, &quot;Play&quot;, the ghostharp replays the music.<br \/>The tune repeats until you command it to stop, or until the spell&#39;s duration comes to an end.<br \/>The ghostharp does not record conversations.<br \/>Its imperfect replay can&#39;t reproduce bardic music or other magical effects, nor can it cast spells.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 1 round\/level","saving_throw":"None (see text)","spell_resistance":"Yes","description":"This spell evaluates the creatures in the area and determines the relative power level of each.\nCreatures are evaluated as follows:\nAmong creatures within the same category, you know which is the most powerful, but not why.\nFor example, among a group of ogres (CR 2), you would know one of them (an ogre with 2 levels of barbarian, CR 4) was the most powerful, but not know if it was because the ogre had class levels, because of a template (such as half-fiendish), or for other reasons.\nAny spell of 3rd level or higher that prevents scrying attempts on a creature (such as nondetection) or area (such as false vision) thwarts this spell's ability to evaluate that creature or creatures within that area.","short_description":"This spell evaluates the creatures in the area and determines the relative power level of each.","material_components":"0","name":"Know Greatest Enemy","level":"Blackguard 3 \/ Paladin 3","full_text":"<div><p><h5>Know Greatest Enemy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell evaluates the creatures in the area and determines the relative power level of each.<br \/>Creatures are evaluated as follows:<br \/>Among creatures within the same category, you know which is the most powerful, but not why.<br \/>For example, among a group of ogres (CR 2), you would know one of them (an ogre with 2 levels of barbarian, CR 4) was the most powerful, but not know if it was because the ogre had class levels, because of a template (such as half-fiendish), or for other reasons.<br \/>Any spell of 3rd level or higher that prevents scrying attempts on a creature (such as nondetection) or area (such as false vision) thwarts this spell&#39;s ability to evaluate that creature or creatures within that area.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You learn many of the unusual defenses the target creature has.\nThe spell tells you the creature's damage reduction, spell resistance, and any resistances or immunity to energy attacks.\nFor example, if cast upon a vampire, you learn that it has damage reduction 15\/+1, and cold and electricity resistance 20; you do not learn about its fast healing or turn resistance.\nIf cast upon a pit fiend, you learn that it has damage reduction 25\/+2, spell resistance 28, is immune to fire, and has acid and cold resistance 20; it does not tell you any of its other defenses, such as fast healing or immunity to poison.","short_description":"You learn many of the unusual defenses the target creature has.","material_components":"0","name":"Know Protections","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Know Protections<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You learn many of the unusual defenses the target creature has.<br \/>The spell tells you the creature&#39;s damage reduction, spell resistance, and any resistances or immunity to energy attacks.<br \/>For example, if cast upon a vampire, you learn that it has damage reduction 15\/+1, and cold and electricity resistance 20; you do not learn about its fast healing or turn resistance.<br \/>If cast upon a pit fiend, you learn that it has damage reduction 25\/+2, spell resistance 28, is immune to fire, and has acid and cold resistance 20; it does not tell you any of its other defenses, such as fast healing or immunity to poison.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You learn any vulnerabilities and resistances the target creature has.\nVulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype taking double damage from fire or a crystalline creature's vulnerability to the shatter spell).\nResistances include any effects that reduce or negate damage the creature takes and immunities to particular attacks.\nThe spell identifies resistances and vulnerabilities granted by spell effects.\nFor example, if cast upon an iron golem, you learn that it has all the construct defenses, damage reduction 50\/+3, is slowed instead of damaged by electricity, is healed instead of damaged by fire, and is vulnerable to rust attacks.\nIf cast upon a balor, you learn that it has damage reduction 30\/+3, spell resistance 28, is immune to poison and electricity, has acid, cold, and fire resistance 20, and does not have any particular vulnerabilities.","short_description":"You learn any vulnerabilities and resistances the target creature has.","material_components":"0","name":"Know Vulnerabilities","level":"Bard 4 \/ Cleric 4","full_text":"<div><p><h5>Know Vulnerabilities<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You learn any vulnerabilities and resistances the target creature has.<br \/>Vulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype taking double damage from fire or a crystalline creature&#39;s vulnerability to the shatter spell).<br \/>Resistances include any effects that reduce or negate damage the creature takes and immunities to particular attacks.<br \/>The spell identifies resistances and vulnerabilities granted by spell effects.<br \/>For example, if cast upon an iron golem, you learn that it has all the construct defenses, damage reduction 50\/+3, is slowed instead of damaged by electricity, is healed instead of damaged by fire, and is vulnerable to rust attacks.<br \/>If cast upon a balor, you learn that it has damage reduction 30\/+3, spell resistance 28, is immune to poison and electricity, has acid, cold, and fire resistance 20, and does not have any particular vulnerabilities.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"You perceive tracks as if they had just been made.\nYou must notice the prints normally with a successful Search or Wilderness Lore check, but this spell eliminates any penalties to your tracking due to the passage of time or any rainfall since the making of the trail.\nThis spell has no effect on tracks more than thirty days old.","short_description":"You perceive tracks as if they had just been made.","material_components":"0","name":"Living Prints","level":"Harper Scout 3 \/ Ranger 3","full_text":"<div><p><h5>Living Prints<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Harper Scout 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>You perceive tracks as if they had just been made.<br \/>You must notice the prints normally with a successful Search or Wilderness Lore check, but this spell eliminates any penalties to your tracking due to the passage of time or any rainfall since the making of the trail.<br \/>This spell has no effect on tracks more than thirty days old.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"You sense through an animal's senses, seeing through its eyes, smelling through its nose, and hearing through its ears.\nYou use the animal's Listen and Spot skillmodifiers instead of your own.\nThis spell gives you no special ability to understand what you sense.\nYou can switch your perceptions between the animal and your own on your turn as a free action.\nYou and the animal must be on the same plane for the spell to function.\nMaterial Component: An edible treat that would appeal to the animal (vegetable or meat).","short_description":"You sense through an animal's senses, seeing through its eyes, smelling through its nose, and hearing...","material_components":"0","name":"Share Husk","level":"Druid 2","full_text":"<div><p><h5>Share Husk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You sense through an animal&#39;s senses, seeing through its eyes, smelling through its nose, and hearing through its ears.<br \/>You use the animal&#39;s Listen and Spot skillmodifiers instead of your own.<br \/>This spell gives you no special ability to understand what you sense.<br \/>You can switch your perceptions between the animal and your own on your turn as a free action.<br \/>You and the animal must be on the same plane for the spell to function.<br \/>Material Component: An edible treat that would appeal to the animal (vegetable or meat).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"You and one creature touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You and a willing target can communicate no matter how much distance you put between yourselves on the same plane.\nEither participant may end the spell at any time.\nSpeechlink allows each listener to hear only the other's vocalizations, though they may be of any volume.\nIt does not transfer sounds from the other participant's location.\nThis spell works on any creature, including animals, but does not convey any special language comprehension abilities.","short_description":"You and a willing target can communicate no matter how much distance you put between yourselves on th...","material_components":"0","name":"Speechlink","level":"Bard 4","full_text":"<div><p><h5>Speechlink<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You and a willing target can communicate no matter how much distance you put between yourselves on the same plane.<br \/>Either participant may end the spell at any time.<br \/>Speechlink allows each listener to hear only the other&#39;s vocalizations, though they may be of any volume.<br \/>It does not transfer sounds from the other participant&#39;s location.<br \/>This spell works on any creature, including animals, but does not convey any special language comprehension abilities.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"You gain an intuitive insight into the weaknesses and flaws of mechanical objects.\nYou can make untrained Disable Device checks as if you had a half rank in that skill.\nIf you already have the Disable Device skill, this spell gives you a +4 competence bonus on Disable Device checks.","short_description":"You gain an intuitive insight into the weaknesses and flaws of mechanical objects.","material_components":"0","name":"Understand Device","level":"Cleric 3","full_text":"<div><p><h5>Understand Device<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain an intuitive insight into the weaknesses and flaws of mechanical objects.<br \/>You can make untrained Disable Device checks as if you had a half rank in that skill.<br \/>If you already have the Disable Device skill, this spell gives you a +4 competence bonus on Disable Device checks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute or until discharged","saving_throw":"None","spell_resistance":"Yes","description":"You give the subject creature a brief vision of a divine entity giving it support and inspiring it to continue.\nThe creature gets a +1 morale bonus on a single saving throw.\nIt must choose to use the bonus before making the roll to which it applies.","short_description":"You give the subject creature a brief vision of a divine entity giving it support and inspiring it to...","material_components":"0","name":"Vision of Glory","level":"Cleric 1 \/ Paladin 1","full_text":"<div><p><h5>Vision of Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You give the subject creature a brief vision of a divine entity giving it support and inspiring it to continue.<br \/>The creature gets a +1 morale bonus on a single saving throw.<br \/>It must choose to use the bonus before making the roll to which it applies.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell imbues the subject with a touch of divine guidance.\nThe subject gains a +10 competence bonus on a skill check of your choice.\nIf the target has no ranks in the skill, she functions as if she had a half rank in the skill, and therefore is considered trained in the skill (although this half rank adds nothing to her rolls with that skill).\nAlternatively, the target gains proficiency with a single weapon (simple, martial, or exotic) or type of armor (light, medium, heavy, or shield) as if she had the appropriate feat.","short_description":"This spell imbues the subject with a touch of divine guidance.","material_components":"0","name":"Wieldskill","level":"Cleric 1","full_text":"<div><p><h5>Wieldskill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues the subject with a touch of divine guidance.<br \/>The subject gains a +10 competence bonus on a skill check of your choice.<br \/>If the target has no ranks in the skill, she functions as if she had a half rank in the skill, and therefore is considered trained in the skill (although this half rank adds nothing to her rolls with that skill).<br \/>Alternatively, the target gains proficiency with a single weapon (simple, martial, or exotic) or type of armor (light, medium, heavy, or shield) as if she had the appropriate feat.<\/p><\/p>Reference: Magic of Faerun 134<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song.\nYou must perform for at least 1 full round to produce the\nfirst effects of the celebration spell.\nAfter that, each full round you perform increases the subject's intoxication, as described in the table below.\nA subject does not need to remain within the area, but those entering the area after the casting of the spell are not affected.\nYour targets receive only one saving throw at the onset of the spell.\nThe effects last for the duration of your performance.\nIf you stop performing, the effects do not worsen and fade after 1 round per caster level.","short_description":"You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a dr...","material_components":"0","name":"Celebration","level":"Bard 4","full_text":"<div><p><h5>Celebration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song.<br \/>You must perform for at least 1 full round to produce the<br \/>first effects of the celebration spell.<br \/>After that, each full round you perform increases the subject&#39;s intoxication, as described in the table below.<br \/>A subject does not need to remain within the area, but those entering the area after the casting of the spell are not affected.<br \/>Your targets receive only one saving throw at the onset of the spell.<br \/>The effects last for the duration of your performance.<br \/>If you stop performing, the effects do not worsen and fade after 1 round per caster level.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"Variable (see below)","saving_throw":"","spell_resistance":"","description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.\nWhen under the effect of this spell, you grant a +4 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and damage rolls when you use your inspire courage bardic ability.\nThe effect lasts as long as the effect of your inspire courage lasts.\nIf you don't begin to inspire courage within 1 minute of casting this spell, the effects of harmony end.","short_description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encourag...","material_components":"0","name":"Harmony","level":"Bard 1","full_text":"<div><p><h5>Harmony<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Variable (see below)<br\/><\/td><\/tr><\/table><p>\t<p>When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.<br \/>When under the effect of this spell, you grant a +4 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and damage rolls when you use your inspire courage bardic ability.<br \/>The effect lasts as long as the effect of your inspire courage lasts.<br \/>If you don&#39;t begin to inspire courage within 1 minute of casting this spell, the effects of harmony end.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 full round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"1 target\/level","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your song or poem causes a deep depression in intelligent creatures.\nAny creature with Intelligence 10 or higher is shaken (-2 morale penalty on attack rolls, damage rolls, and saving throws).","short_description":"Your song or poem causes a deep depression in intelligent creatures.","material_components":"0","name":"Haunting Tune","level":"Bard 3","full_text":"<div><p><h5>Haunting Tune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your song or poem causes a deep depression in intelligent creatures.<br \/>Any creature with Intelligence 10 or higher is shaken (-2 morale penalty on attack rolls, damage rolls, and saving throws).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"30 ft.","target":"","effect":"","area":"30-ft.-radius burst centered on you","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore.\nThe spell affects only those creatures that have 5 HD or less.\nAnyone affected is dazed for 1 round.\nCreatures beyond the radius of the burst may hear the shout, but don't become dazed.","short_description":"You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore.","material_components":"0","name":"Herald's Call","level":"Bard 1 \/ Harper Scout 1","full_text":"<div><p><h5>Herald's Call<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Harper Scout 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore.<br \/>The spell affects only those creatures that have 5 HD or less.<br \/>Anyone affected is dazed for 1 round.<br \/>Creatures beyond the radius of the burst may hear the shout, but don&#39;t become dazed.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Concentration + 2 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"You put your target into a surreal, sleepwalking state.\nThe target must make a Will saving throw or become confused, thinking she has entered a nightmare.","short_description":"You put your target into a surreal, sleepwalking state.","material_components":"0","name":"Nightmare Lullaby","level":"Bard 2","full_text":"<div><p><h5>Nightmare Lullaby<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You put your target into a surreal, sleepwalking state.<br \/>The target must make a Will saving throw or become confused, thinking she has entered a nightmare.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"2 rounds","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell was quite popular with slave overseers and those wishing to make their servants work a little faster.\nThe Red Wizards now employ it mainly as a combat spell.\nThe subject receives a sharp, agonizing pain, which makes him dazed (no actions, but can defend against attacks normally) for 1 round.\nThe subject suffers a -1 penalty on attacks, saving throws, and most checks while the spell lasts; however, the subject also receives a +2 circumstance bonus to Strength.\nFocus: A stick at least 1 foot long.","short_description":"This spell was quite popular with slave overseers and those wishing to make their servants work a lit...","material_components":"0","name":"Nybor's Gentle Reminder","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Nybor's Gentle Reminder<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell was quite popular with slave overseers and those wishing to make their servants work a little faster.<br \/>The Red Wizards now employ it mainly as a combat spell.<br \/>The subject receives a sharp, agonizing pain, which makes him dazed (no actions, but can defend against attacks normally) for 1 round.<br \/>The subject suffers a -1 penalty on attacks, saving throws, and most checks while the spell lasts; however, the subject also receives a +2 circumstance bonus to Strength.<br \/>Focus: A stick at least 1 foot long.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This improvement on Nybor's gentle reminder causes intense pain in the subject.\nThe subject is dazed for 1d4 rounds and suffers a -2 penalty on attacks, saving throws, and most checks while the spell lasts; however, the subject also receives a +2 circumstance bonus to Strength.\nFocus: A pointed stick at least 1 foot long.","short_description":"This improvement on Nybor's gentle reminder causes intense pain in the subject.","material_components":"0","name":"Nybor's Mild Admonishment","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Nybor's Mild Admonishment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This improvement on Nybor&#39;s gentle reminder causes intense pain in the subject.<br \/>The subject is dazed for 1d4 rounds and suffers a -2 penalty on attacks, saving throws, and most checks while the spell lasts; however, the subject also receives a +2 circumstance bonus to Strength.<br \/>Focus: A pointed stick at least 1 foot long.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes","description":"This spell causes stabbing pains even greater than those of Nybor's gentle reminder and Nybor's mild admonishment.\nThe target creature must make a Fortitude save or die instantly.\nA surviving creature receives a Will save to avoid further effects.\nSubjects failing the Will save are dazed for 1d4 rounds and suffer a -2 penalty on attacks, saving throws, and most checks while the spell lasts; however, the subject also receives a +2 circumstance bonus to Strength.\nFocus: A pointed metal rod at least 1 foot long.","short_description":"This spell causes stabbing pains even greater than those of Nybor's gentle reminder and Nybor's mild ...","material_components":"0","name":"Nybor's Stern Reproof","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Nybor's Stern Reproof<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes stabbing pains even greater than those of Nybor&#39;s gentle reminder and Nybor&#39;s mild admonishment.<br \/>The target creature must make a Fortitude save or die instantly.<br \/>A surviving creature receives a Will save to avoid further effects.<br \/>Subjects failing the Will save are dazed for 1d4 rounds and suffer a -2 penalty on attacks, saving throws, and most checks while the spell lasts; however, the subject also receives a +2 circumstance bonus to Strength.<br \/>Focus: A pointed metal rod at least 1 foot long.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes","description":"Nybor's wrathful castigation is an even more potent version of Nybor's stern reproof.\nIt causes wracking pain and violent convulsions.\nThe target creature must make a Fortitude save or die instantly.\nA surviving creature receives a Will save to avoid further effects.\nSubjects failing the Will save are dazed and suffer a -4 penalty on saving throws for the duration of the spell.\nFocus: A whip.","short_description":"Nybor's wrathful castigation is an even more potent version of Nybor's stern reproof.","material_components":"0","name":"Nybor's Wrathful Castigation","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Nybor's Wrathful Castigation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Nybor&#39;s wrathful castigation is an even more potent version of Nybor&#39;s stern reproof.<br \/>It causes wracking pain and violent convulsions.<br \/>The target creature must make a Fortitude save or die instantly.<br \/>A surviving creature receives a Will save to avoid further effects.<br \/>Subjects failing the Will save are dazed and suffer a -4 penalty on saving throws for the duration of the spell.<br \/>Focus: A whip.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You force your subject to mimic your actions.\nYour subject matches your motions exactly, though she suffers a -4 penalty to Dexterity and Strength.\nShe looks awkward, and her actions aren't as effective as if she were actually doing them herself.\nYou can make the subject commit a suicidal act, but she receives another Will save to break the spell.\nIf successful, she collapses, helpless in a comatose state, for 1d4 rounds.\nControlling the subject requires concentration.\nIf your concentration is ever interrupted, you may resume control of the subject as a free action on your turn.\nAnyone observing the subject of this spell can determine that the subject's actions are being controlled with a Sense Motive check (DC 15, or DC 10 if the controlling bard is also visible).\nThis spell doesn't grant the subject extraordinary, supernatural, spell-like abilities, or spellcasting abilities, even if you have and use such abilities during the spell's duration.","short_description":"You force your subject to mimic your actions.","material_components":"0","name":"Puppeteer","level":"Bard 3","full_text":"<div><p><h5>Puppeteer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You force your subject to mimic your actions.<br \/>Your subject matches your motions exactly, though she suffers a -4 penalty to Dexterity and Strength.<br \/>She looks awkward, and her actions aren&#39;t as effective as if she were actually doing them herself.<br \/>You can make the subject commit a suicidal act, but she receives another Will save to break the spell.<br \/>If successful, she collapses, helpless in a comatose state, for 1d4 rounds.<br \/>Controlling the subject requires concentration.<br \/>If your concentration is ever interrupted, you may resume control of the subject as a free action on your turn.<br \/>Anyone observing the subject of this spell can determine that the subject&#39;s actions are being controlled with a Sense Motive check (DC 15, or DC 10 if the controlling bard is also visible).<br \/>This spell doesn&#39;t grant the subject extraordinary, supernatural, spell-like abilities, or spellcasting abilities, even if you have and use such abilities during the spell&#39;s duration.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes (see text)","description":"You attack with a war cry that bolsters your own courage as well as intimidating your enemies.\nAs a result of this spell, you gain a +2 morale bonus on attacks and damage, or a +4 morale bonus on attacks and damage made as part of a charge attack.\nAny opponent you attack in melee must make a Will save or become panicked.\nOnce the target makes a successful saving throw against this effect, it cannot be affected by your war cry for one day.","short_description":"You attack with a war cry that bolsters your own courage as well as intimidating your enemies.","material_components":"0","name":"War Cry","level":"Bard 4","full_text":"<div><p><h5>War Cry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You attack with a war cry that bolsters your own courage as well as intimidating your enemies.<br \/>As a result of this spell, you gain a +2 morale bonus on attacks and damage, or a +4 morale bonus on attacks and damage made as part of a charge attack.<br \/>Any opponent you attack in melee must make a Will save or become panicked.<br \/>Once the target makes a successful saving throw against this effect, it cannot be affected by your war cry for one day.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (20-ft. radius, 20 ft. high)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You cause acid to rain downward.\nThe acid deals 1d6 points of acid damage per caster level (maximum 15d6).\nFocus: A flask of acid.","short_description":"You cause acid to rain downward.","material_components":"0","name":"Acid Storm","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Acid Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause acid to rain downward.<br \/>The acid deals 1d6 points of acid damage per caster level (maximum 15d6).<br \/>Focus: A flask of acid.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One or more balls of lightning, up to 1\/level","area":"","duration":"1 round\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You create several balls of lightning that shed light as candles and move under your control.\nYour caster level is the total number of dice of damage (d6) that you can deal with this spell (maximum 15d6), divided however you see fit among the ball lightning.\nFor example, a 9th-level caster could create nine balls of lightning (each dealing 1d6 points of electrical damage), or three balls of lightning (two dealing 2d6 and one dealing 5d6), and so on.\nYou may direct any number of lightning balls to strike one target at a time.\nEach affects only one target and is not destroyed when it does so.\nTargets get a Reflex save against each ball that strikes them.\nYou must have line of sight and line of effect to direct the balls.\nDirecting the balls is a free action on the round the spell is cast and a standard action on any other round.\nThe lightning balls can move up to 100 feet per round.\nA ball dissipates if the distance between you and it exceeds the spell's range.\nMaterial Component: A handful of copper and iron pellets.","short_description":"You create several balls of lightning that shed light as candles and move under your control.","material_components":"0","name":"Ball Lightning","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Ball Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more balls of lightning, up to 1\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create several balls of lightning that shed light as candles and move under your control.<br \/>Your caster level is the total number of dice of damage (d6) that you can deal with this spell (maximum 15d6), divided however you see fit among the ball lightning.<br \/>For example, a 9th-level caster could create nine balls of lightning (each dealing 1d6 points of electrical damage), or three balls of lightning (two dealing 2d6 and one dealing 5d6), and so on.<br \/>You may direct any number of lightning balls to strike one target at a time.<br \/>Each affects only one target and is not destroyed when it does so.<br \/>Targets get a Reflex save against each ball that strikes them.<br \/>You must have line of sight and line of effect to direct the balls.<br \/>Directing the balls is a free action on the round the spell is cast and a standard action on any other round.<br \/>The lightning balls can move up to 100 feet per round.<br \/>A ball dissipates if the distance between you and it exceeds the spell&#39;s range.<br \/>Material Component: A handful of copper and iron pellets.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One object or creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You create a ramlike force that can strike with considerable power.\nSimilar to a ring of the ram, the force can target a creature or an object.\nThe force deals 1d6 hit points of damage to the target.\nIf the target is a creature, this attack initiates a bull rush.\n(The force is considered a Large creature with Strength 25 for this purpose).\nIf the target is a movable object such as a door, the caster can make a Strength check (using the Strength of the battering ram) to attempt to open the door.\nFocus: A piece of carved ram's horn.","short_description":"You create a ramlike force that can strike with considerable power.","material_components":"0","name":"Battering Ram","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Battering Ram<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a ramlike force that can strike with considerable power.<br \/>Similar to a ring of the ram, the force can target a creature or an object.<br \/>The force deals 1d6 hit points of damage to the target.<br \/>If the target is a creature, this attack initiates a bull rush.<br \/>(The force is considered a Large creature with Strength 25 for this purpose).<br \/>If the target is a movable object such as a door, the caster can make a Strength check (using the Strength of the battering ram) to attempt to open the door.<br \/>Focus: A piece of carved ram&#39;s horn.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Concentration","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"You create a flurry of air to encircle and hold your target.\nThe binding winds do not move.\nThey become a physical barrier surrounding the subject.\nThe target may act normally, except that she cannot move from her current location.\nThe winds carry her voice away, so she can speak but will not be heard, and she cannot hear anything but the roar of the winds.\nFurthermore, no sonic or language-dependent spells or effects may be cast into or out of the binding winds (though spells cast by the caster upon himself function normally).\nRanged attacks made into or out of the binding winds suffer a -2 penalty.\nBinding winds hold flying creatures in midair.","short_description":"You create a flurry of air to encircle and hold your target.","material_components":"0","name":"Binding Winds","level":"Druid 5","full_text":"<div><p><h5>Binding Winds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a flurry of air to encircle and hold your target.<br \/>The binding winds do not move.<br \/>They become a physical barrier surrounding the subject.<br \/>The target may act normally, except that she cannot move from her current location.<br \/>The winds carry her voice away, so she can speak but will not be heard, and she cannot hear anything but the roar of the winds.<br \/>Furthermore, no sonic or language-dependent spells or effects may be cast into or out of the binding winds (though spells cast by the caster upon himself function normally).<br \/>Ranged attacks made into or out of the binding winds suffer a -2 penalty.<br \/>Binding winds hold flying creatures in midair.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"1 minute\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You create an immobile barrier of sonic energy at a distance of 10 feet from yourself.\nCreatures on either side of the barrier hear it as a loud but harmless buzzing.\nNonmagical sound (including sound produced by a thunderstone) does not cross the barrier.\nIf a sonic effect impinges upon the barrier, you get to make a caster level check (1d20 + caster level) against the DC of the effect to prevent it from affecting anyone inside the barrier.\nA creature that crosses the barrier takes 1d6 points of sonic damage plus 1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute.\nThe sonic vibrations provide a 20% miss chance for any missiles crossing the barrier in either direction.","short_description":"You create an immobile barrier of sonic energy at a distance of 10 feet from yourself.","material_components":"0","name":"Cacophonic Shield","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Cacophonic Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an immobile barrier of sonic energy at a distance of 10 feet from yourself.<br \/>Creatures on either side of the barrier hear it as a loud but harmless buzzing.<br \/>Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier.<br \/>If a sonic effect impinges upon the barrier, you get to make a caster level check (1d20 + caster level) against the DC of the effect to prevent it from affecting anyone inside the barrier.<br \/>A creature that crosses the barrier takes 1d6 points of sonic damage plus 1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute.<br \/>The sonic vibrations provide a 20% miss chance for any missiles crossing the barrier in either direction.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"10 ft.","target":"","effect":"","area":"Cone","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You breathe out an invisible cloud of noxious air.\nAnyone in the area is stunned and blinded for 1d6 rounds.\nA moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.","short_description":"You breathe out an invisible cloud of noxious air.","material_components":"0","name":"Cloud of Bewilderment","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Cloud of Bewilderment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You breathe out an invisible cloud of noxious air.<br \/>Anyone in the area is stunned and blinded for 1d6 rounds.<br \/>A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"100-ft.-radius emanation","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You cause clouds to gather and a heavy rain to fall.\nThe rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks.\nIt automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames.\nRanged weapon attacks and Listen checks are at a -4 penalty.\nThis spell does not function indoors, underground, underwater, or in desert climates.\nAfter the spell ends, the water created evaporates over the next 10 minutes.\nThe water created with this spell does not slake thirst or provide any nourishment to plants.","short_description":"You cause clouds to gather and a heavy rain to fall.","material_components":"0","name":"Cloudburst","level":"Druid 2","full_text":"<div><p><h5>Cloudburst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause clouds to gather and a heavy rain to fall.<br \/>The rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks.<br \/>It automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames.<br \/>Ranged weapon attacks and Listen checks are at a -4 penalty.<br \/>This spell does not function indoors, underground, underwater, or in desert climates.<br \/>After the spell ends, the water created evaporates over the next 10 minutes.<br \/>The water created with this spell does not slake thirst or provide any nourishment to plants.<\/p><\/p>Reference: Magic of Faerun 84<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Touched creature or combustible object that weighs no more than 25 lb.\/level","effect":"","area":"","duration":"Instantaneous (see text)","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp.\nIf the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw.\nFurther, the creature must make a Reflex save (DC 15) or catch fire.\n(For details, see Catching on Fire, page 86 of the DUNGEON MASTER's Guide).\nIf the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above.\nThe object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.\nAnyone touching the object during the initial eruption of flame takes the same fire damage the object does.\nA Reflex save reduces damage by half.\nIf a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.\nMaterial Component: A drop of oil and a piece of flint.","short_description":"This spell makes a combustible object or a creature's combustible equipment burst into flame, even if...","material_components":"0","name":"Combust","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Combust<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a combustible object or a creature&#39;s combustible equipment burst into flame, even if damp.<br \/>If the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw.<br \/>Further, the creature must make a Reflex save (DC 15) or catch fire.<br \/>(For details, see Catching on Fire, page 86 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<br \/>If the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above.<br \/>The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.<br \/>Anyone touching the object during the initial eruption of flame takes the same fire damage the object does.<br \/>A Reflex save reduces damage by half.<br \/>If a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.<br \/>Material Component: A drop of oil and a piece of flint.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"0 ft.","target":"","effect":"Flame in your palm","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Dark flames appear in your hand.\nYou can hurl them or use them to touch enemies.\nThe flames appear in your open hand and harm neither you nor your equipment.\nThey emit no light but produce the same amount of heat as an actual fire.\nYou can strike opponents with a melee touch attack, dealing fire damage equal to 1d4+1 points per two caster levels (maximum +10).\nAlternatively, you can hurl the flames up to 120 feet as a thrown weapon.\nWhen doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.\nNo sooner do you hurl the flames than a new set appears in your hand.\nThe darkfire is invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision).\nThe spell does not function underwater.","short_description":"Dark flames appear in your hand.","material_components":"0","name":"Darkfire","level":"Cleric 3","full_text":"<div><p><h5>Darkfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Flame in your palm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Dark flames appear in your hand.<br \/>You can hurl them or use them to touch enemies.<br \/>The flames appear in your open hand and harm neither you nor your equipment.<br \/>They emit no light but produce the same amount of heat as an actual fire.<br \/>You can strike opponents with a melee touch attack, dealing fire damage equal to 1d4+1 points per two caster levels (maximum +10).<br \/>Alternatively, you can hurl the flames up to 120 feet as a thrown weapon.<br \/>When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.<br \/>No sooner do you hurl the flames than a new set appears in your hand.<br \/>The darkfire is invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision).<br \/>The spell does not function underwater.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 full round","range":"50 ft.","target":"","effect":"","area":"All enemies within a 50-ft.-radius burst centered on you","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your song draws the energies of death and destruction down on your enemies.\nEach round, any enemy in the area suffers 2 points of temporary Strength and Dexterity damage.\nA successful saving throw only negates that round's affect; a new saving throw is required each round to avoid that round's damage.","short_description":"Your song draws the energies of death and destruction down on your enemies.","material_components":"0","name":"Dirge","level":"Bard 6","full_text":"<div><p><h5>Dirge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>50 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your song draws the energies of death and destruction down on your enemies.<br \/>Each round, any enemy in the area suffers 2 points of temporary Strength and Dexterity damage.<br \/>A successful saving throw only negates that round&#39;s affect; a new saving throw is required each round to avoid that round&#39;s damage.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You release a small stroke of electrical energy. You must make a ranged touch attack to deal damage to a target. The spell deals 1d3 points of electricity damage.","short_description":"You release a small stroke of electrical energy.","material_components":"0","name":"Electric Jolt","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Electric Jolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You release a small stroke of electrical energy. You must make a ranged touch attack to deal damage to a target. The spell deals 1d3 points of electricity damage.<\/p><\/p>Reference: Magic of Faerun 91<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"1-ft.-radius sphere","area":"One 5-ft.-square\/level, all of which must be connected in one continuous path (S)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You cause a bright ball of flame to bound and skip across the battlefield, damaging targets within its area.\nThe area is the path of the flame, and it deals 1d6 hit points of fire damage per caster level (maximum 10d6) to all creatures and objects within its area.\nThe flame lights up the area as if it were a torch.\nSmall sparks and decaying flames remain in the area for 1 round, shedding light as candles but dealing no damage.\nIf the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has not reached its maximum area.\nMaterial Component: Bat guano, sulfur, and copper packed into a metal tube with one closed end.","short_description":"You cause a bright ball of flame to bound and skip across the battlefield, damaging targets within it...","material_components":"0","name":"Explosive Cascade","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Explosive Cascade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1-ft.-radius sphere<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause a bright ball of flame to bound and skip across the battlefield, damaging targets within its area.<br \/>The area is the path of the flame, and it deals 1d6 hit points of fire damage per caster level (maximum 10d6) to all creatures and objects within its area.<br \/>The flame lights up the area as if it were a torch.<br \/>Small sparks and decaying flames remain in the area for 1 round, shedding light as candles but dealing no damage.<br \/>If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has not reached its maximum area.<br \/>Material Component: Bat guano, sulfur, and copper packed into a metal tube with one closed end.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 5-ft.-radius burst\/level (S)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You create up to one mass of flame per level to explode upon the battlefield.\nEach mass of flame is treated as a 5-foot-radius burst and deals 1d6 points of fire damage\/level (maximum 15d6) to all creatures within the area.\nThe bursts do not need to be contiguous, and may be distributed within range as you see fit.\nBurst effects that overlap do not inflict additional damage.\nMaterial Component: A flask of alchemist's fire.","short_description":"You create up to one mass of flame per level to explode upon the battlefield.","material_components":"0","name":"Firebrand","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Firebrand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create up to one mass of flame per level to explode upon the battlefield.<br \/>Each mass of flame is treated as a 5-foot-radius burst and deals 1d6 points of fire damage\/level (maximum 15d6) to all creatures within the area.<br \/>The bursts do not need to be contiguous, and may be distributed within range as you see fit.<br \/>Burst effects that overlap do not inflict additional damage.<br \/>Material Component: A flask of alchemist&#39;s fire.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"0 ft.","target":"","effect":"A daggerlike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 1-foot-long, blazing beam of red-hot fire springs forth from your hand.\nYou wield this bladelike beam as if it were a dagger.\nAttacks with the flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage plus 1 point per caster level (to a maximum of +10).\nBecause the blade is immaterial, your Strength modifier does not apply to the damage.\nThe flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on.\nThis spell does not function underwater.\nMaterial Component: A candle, not necessarily lit.","short_description":"A 1-foot-long, blazing beam of red-hot fire springs forth from your hand.","material_components":"0","name":"Flame Dagger","level":"Hathran 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Flame Dagger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Hathran 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A daggerlike beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 1-foot-long, blazing beam of red-hot fire springs forth from your hand.<br \/>You wield this bladelike beam as if it were a dagger.<br \/>Attacks with the flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage plus 1 point per caster level (to a maximum of +10).<br \/>Because the blade is immaterial, your Strength modifier does not apply to the damage.<br \/>The flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on.<br \/>This spell does not function underwater.<br \/>Material Component: A candle, not necessarily lit.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One ladder of force up to 60 ft. long","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"You create a transparent ladder made of force.\nThe ladder is two feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart.\nThe ladder functions as a normal ladder.\nBecause it is a force object, it can block or be used as a weapon against incorporeal or ethereal creatures (although they normally can move through the walls or floor to go around the ladder if used as a barricade, and only creatures capable of wielding a 10-foot-long or larger weapon could use the ladder offensively against such a creature).\nThe ladder weighs 1 pound and can support 100 pounds of weight per caster level.\nIt can be destroyed by anything that destroys a wall of force.\nFocus: A miniature silver ladder.","short_description":"You create a transparent ladder made of force.","material_components":"0","name":"Force Ladder","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Force Ladder<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One ladder of force up to 60 ft. long<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a transparent ladder made of force.<br \/>The ladder is two feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart.<br \/>The ladder functions as a normal ladder.<br \/>Because it is a force object, it can block or be used as a weapon against incorporeal or ethereal creatures (although they normally can move through the walls or floor to go around the ladder if used as a barricade, and only creatures capable of wielding a 10-foot-long or larger weapon could use the ladder offensively against such a creature).<br \/>The ladder weighs 1 pound and can support 100 pounds of weight per caster level.<br \/>It can be destroyed by anything that destroys a wall of force.<br \/>Focus: A miniature silver ladder.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wave of force affecting one creature","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You cause a wave of visible force resembling a crashing ocean wave to appear and immediately impact a single target.\nIf the target fails its saving throw, it takes 1d4+1 hit points of damage and must make an opposed Strength check to avoid a bull rush.\nThe wave of force has Strength 18, is Medium-size, and is considered charging for the purpose of this check, and always moves the target the maximum distance possible.\nIf the wave of force fails the opposed Strength check, the target is not moved.\nIf the target makes its saving throw, it takes 1 hit point of damage and avoids the bull rush attempt.\nFocus: A small piece of string and a drop of water.","short_description":"You cause a wave of visible force resembling a crashing ocean wave to appear and immediately impact a...","material_components":"0","name":"Forcewave","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Forcewave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wave of force affecting one creature<br\/>\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause a wave of visible force resembling a crashing ocean wave to appear and immediately impact a single target.<br \/>If the target fails its saving throw, it takes 1d4+1 hit points of damage and must make an opposed Strength check to avoid a bull rush.<br \/>The wave of force has Strength 18, is Medium-size, and is considered charging for the purpose of this check, and always moves the target the maximum distance possible.<br \/>If the wave of force fails the opposed Strength check, the target is not moved.<br \/>If the target makes its saving throw, it takes 1 hit point of damage and avoids the bull rush attempt.<br \/>Focus: A small piece of string and a drop of water.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"You create a small stroke of lightning that cycles through all creatures in the area.\nThe spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6).\nThose who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.\nMaterial Component: A loop of copper wire and a magnet.","short_description":"You create a small stroke of lightning that cycles through all creatures in the area.","material_components":"0","name":"Gedlee's Electric Loop","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Gedlee's Electric Loop<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a small stroke of lightning that cycles through all creatures in the area.<br \/>The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6).<br \/>Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.<br \/>Material Component: A loop of copper wire and a magnet.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-ft.\/level-radius spread","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"You create a loud noise equivalent to a peal of thunder and its accompanying shock wave.\nThe spell has three effects.\nFirst, all creatures in the area must make Will saves to avoid being stunned for 1 round.\nSecond, the creatures must make Fortitude saves or be deafened for 1 minute.\nThird, they must make Reflex saves or fall prone.\nFocus: An iron bell.","short_description":"You create a loud noise equivalent to a peal of thunder and its accompanying shock wave.","material_components":"0","name":"Great Thunderclap","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Great Thunderclap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a loud noise equivalent to a peal of thunder and its accompanying shock wave.<br \/>The spell has three effects.<br \/>First, all creatures in the area must make Will saves to avoid being stunned for 1 round.<br \/>Second, the creatures must make Fortitude saves or be deafened for 1 minute.<br \/>Third, they must make Reflex saves or fall prone.<br \/>Focus: An iron bell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless) (see text)","spell_resistance":"Yes","description":"You give the subject a protective aura of divine energy that allows her a bonus on all saving throws.\nIf your patron is nonevil, this is a +2 sacred bonus and the spell is a good spell.\nIf your patron is evil, this is a +2 profane bonus and the spell is an evil spell.\nThis spell only works on a creature with the same patron as you or the same alignment as your patron.\nIf cast on a target that does not meet these criteria, there is no effect.","short_description":"You give the subject a protective aura of divine energy that allows her a bonus on all saving throws....","material_components":"0","name":"Hand of Divinity","level":"Blackguard 2 \/ Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Hand of Divinity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 2 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless) (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You give the subject a protective aura of divine energy that allows her a bonus on all saving throws.<br \/>If your patron is nonevil, this is a +2 sacred bonus and the spell is a good spell.<br \/>If your patron is evil, this is a +2 profane bonus and the spell is an evil spell.<br \/>This spell only works on a creature with the same patron as you or the same alignment as your patron.<br \/>If cast on a target that does not meet these criteria, there is no effect.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You surround your hand with winking motes of light resembling a cluster of constantly renewed sparks.\nThe lights are any color you choose, but cannot be changed once the spell is cast.\nThe handfire provides illumination equal to a candle but provides no heat, nor can it ignite objects.\nThe handfire can be used as a melee touch attack up to one time per level.\nIf a living creature is struck, it deals 1d4 points of damage +1 point\/level (maximum +5).\nAgainst undead, the handfire deals 1d6 points of damage +1 point\/level (maximum +5).\nIt has no effect on targets that are neither living nor undead (such as constructs).","short_description":"You surround your hand with winking motes of light resembling a cluster of constantly renewed sparks....","material_components":"0","name":"Handfire","level":"Cleric 1 \/ Druid 1 \/ Harper Scout 1 \/ Hathran 1 \/ Ranger 1","full_text":"<div><p><h5>Handfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Harper Scout 1 \/ Hathran 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You surround your hand with winking motes of light resembling a cluster of constantly renewed sparks.<br \/>The lights are any color you choose, but cannot be changed once the spell is cast.<br \/>The handfire provides illumination equal to a candle but provides no heat, nor can it ignite objects.<br \/>The handfire can be used as a melee touch attack up to one time per level.<br \/>If a living creature is struck, it deals 1d4 points of damage +1 point\/level (maximum +5).<br \/>Against undead, the handfire deals 1d6 points of damage +1 point\/level (maximum +5).<br \/>It has no effect on targets that are neither living nor undead (such as constructs).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will partial","spell_resistance":"Yes","description":"You blast the target with loud and high-pitched sounds.\nHorizikaul's boom strikes unerringly, even if the target is in melee or has anything less than total cover or concealment.\nThe target takes 1d4 points of sonic damage per two caster levels (minimum 1d4, maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.\nThis spell has no effect if cast into the area of a silence spell.","short_description":"You blast the target with loud and high-pitched sounds.","material_components":"0","name":"Horizikaul's Boom","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Horizikaul's Boom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You blast the target with loud and high-pitched sounds.<br \/>Horizikaul&#39;s boom strikes unerringly, even if the target is in melee or has anything less than total cover or concealment.<br \/>The target takes 1d4 points of sonic damage per two caster levels (minimum 1d4, maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.<br \/>This spell has no effect if cast into the area of a silence spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will partial","spell_resistance":"Yes","description":"You create a brief but loud noise adjacent to the target.\nHorizikaul's cough strikes unerringly, even if the target is in melee or has anything less than total cover or concealment.\nThe target takes 1 point of sonic damage and must succeed at a Will saving throw or be deafened for 1 round.\nThis spell has no effect if cast into the area of a silence spell.","short_description":"You create a brief but loud noise adjacent to the target.","material_components":"0","name":"Horizikaul's Cough","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Horizikaul's Cough<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a brief but loud noise adjacent to the target.<br \/>Horizikaul&#39;s cough strikes unerringly, even if the target is in melee or has anything less than total cover or concealment.<br \/>The target takes 1 point of sonic damage and must succeed at a Will saving throw or be deafened for 1 round.<br \/>This spell has no effect if cast into the area of a silence spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Concentration, up to 1 round\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You create a cone of powerful sound that can be used to attack or move objects or creatures.\nIf used to attack, the cone inflicts 1 point of sonic damage per two levels each round a creature is within the area; a successful Reflex save reduces this damage by half.\nIf used to move objects or creatures, it functions as the sustained force version of telekinesis, although you can only move objects away from you.\nTargets within the effect of a silence spell cannot be moved.\nThe spell's sound is a sustained hum as loud as a battle.\nFocus: A hollow cone of brass and gold worth 50 gp.","short_description":"You create a cone of powerful sound that can be used to attack or move objects or creatures.","material_components":"0","name":"Horizikaul's Versatile Vibration","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Horizikaul's Versatile Vibration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a cone of powerful sound that can be used to attack or move objects or creatures.<br \/>If used to attack, the cone inflicts 1 point of sonic damage per two levels each round a creature is within the area; a successful Reflex save reduces this damage by half.<br \/>If used to move objects or creatures, it functions as the sustained force version of telekinesis, although you can only move objects away from you.<br \/>Targets within the effect of a silence spell cannot be moved.<br \/>The spell&#39;s sound is a sustained hum as loud as a battle.<br \/>Focus: A hollow cone of brass and gold worth 50 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Dagger of ice","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You create a dagger-shaped piece of ice that launches itself at a target within range as a grenadelike weapon.\nThe ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and the target may make a Reflex save for half damage.\nCreatures within 5 feet of the target take 1 point of cold damage.\nMaterial Component: A few drops of water made from melted ice.","short_description":"You create a dagger-shaped piece of ice that launches itself at a target within range as a grenadelik...","material_components":"0","name":"Ice Dagger","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Ice Dagger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Dagger of ice<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a dagger-shaped piece of ice that launches itself at a target within range as a grenadelike weapon.<br \/>The ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and the target may make a Reflex save for half damage.<br \/>Creatures within 5 feet of the target take 1 point of cold damage.<br \/>Material Component: A few drops of water made from melted ice.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 full round","range":"0 ft.","target":"","effect":"Mace of force","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"You create a glowing mace of force that appears in your hand.\nWhen used against a creature, you must make a melee touch attack against the target.\nIf it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).\nUndead creatures take an additional +1 point of damage per caster level (maximum +10).\nA creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.\nWhile you are holding the mace, if you are targeted with a spell, you may choose to have the mace absorb that spell.\nThe mace occupies your hand but (unlike holding the charge for a touch spell) does not disappear if you cast another spell.\nWhen the mace strikes a creature, is used to absorb a spell, or is removed from your grasp, it vanishes.\nThe point in space where it vanished from glows as a light spell for the remainder of the duration.","short_description":"You create a glowing mace of force that appears in your hand.","material_components":"0","name":"Mace of Odo","level":"Cleric 3","full_text":"<div><p><h5>Mace of Odo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Mace of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a glowing mace of force that appears in your hand.<br \/>When used against a creature, you must make a melee touch attack against the target.<br \/>If it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).<br \/>Undead creatures take an additional +1 point of damage per caster level (maximum +10).<br \/>A creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.<br \/>While you are holding the mace, if you are targeted with a spell, you may choose to have the mace absorb that spell.<br \/>The mace occupies your hand but (unlike holding the charge for a touch spell) does not disappear if you cast another spell.<br \/>When the mace strikes a creature, is used to absorb a spell, or is removed from your grasp, it vanishes.<br \/>The point in space where it vanished from glows as a light spell for the remainder of the duration.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You create a cloud of spores that infests the brain of the subject creature, gradually destroying the creature's mind.\nThe spores permanently drain 1d6 points of Intelligence immediately.\nEach round thereafter, the spores gradually eat away at the subject's brain, permanently draining 1 additional point of Intelligence.\nThe subject may roll a Fortitude save each round to combat the effects of the spores.\nA successful save ends the spores' advance and halts any further loss of Intelligence.","short_description":"You create a cloud of spores that infests the brain of the subject creature, gradually destroying the...","material_components":"0","name":"Memory Rot","level":"Druid 5","full_text":"<div><p><h5>Memory Rot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a cloud of spores that infests the brain of the subject creature, gradually destroying the creature&#39;s mind.<br \/>The spores permanently drain 1d6 points of Intelligence immediately.<br \/>Each round thereafter, the spores gradually eat away at the subject&#39;s brain, permanently draining 1 additional point of Intelligence.<br \/>The subject may roll a Fortitude save each round to combat the effects of the spores.<br \/>A successful save ends the spores&#39; advance and halts any further loss of Intelligence.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Cloud that spreads in 30-ft. radius, 20 ft. high","area":"","duration":"1 round\/level","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet.\nAnyone within the cloud suffers 2d6 points of damage and is permanently blinded.\nIf a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.\nCreatures remaining within the cloud suffer 1d6 points of damage in each subsequent round of exposure.\nCreatures may attempt saving throws each round they are within the cloud to avoid its effects.\nAny creature within the cloud has one-quarter concealment.\nWinds do not affect the cloud's direction or speed.\nHowever, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+) disperses it in 1 round.","short_description":"You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of ...","material_components":"0","name":"Murderous Mist","level":"Druid 4","full_text":"<div><p><h5>Murderous Mist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud that spreads in 30-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet.<br \/>Anyone within the cloud suffers 2d6 points of damage and is permanently blinded.<br \/>If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.<br \/>Creatures remaining within the cloud suffer 1d6 points of damage in each subsequent round of exposure.<br \/>Creatures may attempt saving throws each round they are within the cloud to avoid its effects.<br \/>Any creature within the cloud has one-quarter concealment.<br \/>Winds do not affect the cloud&#39;s direction or speed.<br \/>However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+) disperses it in 1 round.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"0 ft.","target":"","effect":"Electric whip","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"You create a long whip of ghostly red energy that emanates from your hand and never harms you.\nYou wield this weapon as if it were an actual whip and you were proficient with it.\nAttacks with the mystic lash are ranged touch attacks.\nThe lash deals 1d8 points of electrical damage +1 point per two caster levels (maximum +5).\nSince the lash is immaterial, your Strength modifier does not apply to the damage.\nA creature hit with the lash must make a Fortitude saving throw or be stunned for 1 round.\nIf the lash hits its target, you may release it from your hand so that it continues to attack that target automatically, leaving your hand free.\nThe lash attacks using your base attack value, although it can only attack once per round on its own.\nIf the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.\nIf you do not grasp the lash on the round it returns, it dissipates, but otherwise you can use the lash on another creature and begin the cycle again.","short_description":"You create a long whip of ghostly red energy that emanates from your hand and never harms you.","material_components":"0","name":"Mystic Lash","level":"Cleric 3","full_text":"<div><p><h5>Mystic Lash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Electric whip<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'>b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a long whip of ghostly red energy that emanates from your hand and never harms you.<br \/>You wield this weapon as if it were an actual whip and you were proficient with it.<br \/>Attacks with the mystic lash are ranged touch attacks.<br \/>The lash deals 1d8 points of electrical damage +1 point per two caster levels (maximum +5).<br \/>Since the lash is immaterial, your Strength modifier does not apply to the damage.<br \/>A creature hit with the lash must make a Fortitude saving throw or be stunned for 1 round.<br \/>If the lash hits its target, you may release it from your hand so that it continues to attack that target automatically, leaving your hand free.<br \/>The lash attacks using your base attack value, although it can only attack once per round on its own.<br \/>If the lash&#39;s target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.<br \/>If you do not grasp the lash on the round it returns, it dissipates, but otherwise you can use the lash on another creature and begin the cycle again.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Magical eye","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"Yes","description":"You create a visible orb that can fire various ray effects.\nThe eye can be moved up to your speed as a move-equivalent action but cannot go beyond the spell's range.\nStarting on the round it appears, you can command the eye to fire a ray as a free action once per round.\nThe ray is a ranged touch attack with a +6 attack bonus and a range of 50 feet.\nIf struck, the target suffers the effect of one of the beams of a prismatic spray spell (roll randomly, rerolling 8s).\nOnce a particular color ray has been used, it is no longer available to the eye.\nOnce all seven rays are used, the eye remains and can be moved by you but has no other abilities.\nThe eye is AC 18 (+8 size) and has 9 hit points.\nIt saves as you.\nFocus: A polished rainbow-hued abalone shell.","short_description":"You create a visible orb that can fire various ray effects.","material_components":"0","name":"Prismatic Eye","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Prismatic Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical eye<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a visible orb that can fire various ray effects.<br \/>The eye can be moved up to your speed as a move-equivalent action but cannot go beyond the spell&#39;s range.<br \/>Starting on the round it appears, you can command the eye to fire a ray as a free action once per round.<br \/>The ray is a ranged touch attack with a +6 attack bonus and a range of 50 feet.<br \/>If struck, the target suffers the effect of one of the beams of a prismatic spray spell (roll randomly, rerolling 8s).<br \/>Once a particular color ray has been used, it is no longer available to the eye.<br \/>Once all seven rays are used, the eye remains and can be moved by you but has no other abilities.<br \/>The eye is AC 18 (+8 size) and has 9 hit points.<br \/>It saves as you.<br \/>Focus: A polished rainbow-hued abalone shell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"As fireball, except as noted above and that the spell deals electricity damage.\nMaterial Components: A glass marble and a pinch of iron oxide.","short_description":"As fireball, except as noted above and that the spell deals electricity damage.","material_components":"0","name":"Scintillating Sphere","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Scintillating Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As fireball, except as noted above and that the spell deals electricity damage.<br \/>Material Components: A glass marble and a pinch of iron oxide.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"15-ft.-radius spread","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"Yes","description":"You create a loud, thrumming vibration that builds to a painful crescendo before fading.\nCreatures and objects in the area take 1d4 points of sonic damage per caster level (maximum 10d4), and can make a Will saving throw for half damage.\nIf the floor of the area is made of stone, wood, ice, or material any softer than those, the floor is pulverized to a depth of 6 inches, resulting in an area of soft dust, wood fragments, or loose crushed ice, as appropriate.\nAny creature moving across this surface is reduced to half speed.\nFocus: A miniature hammer and bell.","short_description":"You create a loud, thrumming vibration that builds to a painful crescendo before fading.","material_components":"0","name":"Shatterfloor","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Shatterfloor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a loud, thrumming vibration that builds to a painful crescendo before fading.<br \/>Creatures and objects in the area take 1d4 points of sonic damage per caster level (maximum 10d4), and can make a Will saving throw for half damage.<br \/>If the floor of the area is made of stone, wood, ice, or material any softer than those, the floor is pulverized to a depth of 6 inches, resulting in an area of soft dust, wood fragments, or loose crushed ice, as appropriate.<br \/>Any creature moving across this surface is reduced to half speed.<br \/>Focus: A miniature hammer and bell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One small blade","area":"","duration":"1 round\/2 levels","saving_throw":"None","spell_resistance":"Yes","description":"You bring into being a tiny blade of force.\nThe blade flies at a speed of 40 feet and attacks any target within its range, as you desire, starting the round that you cast the spell.\nThe blade attacks on your turn once each round, striking with an attack bonus equal to half your Charisma or Intelligence modifier (for sorcerers and wizards, respectively) and dealing damage as a dagger (including the threat range and critical multiplier).\nIf an ally also attacks the creature, the blade moves on your turn to flank the target.\nAs a force effect, it can strike ethereal and incorporeal creatures.\nThe blade is AC 14 (+2 size, +2 Dex) and has 1 hit point.\nEach round after the first, you can use a standard action to switch the blade to a new target; otherwise it continues to attack the same target.\nIf an attacked creature has spell resistance, the resistance is checked the first time Shelgarn's persistent blade strikes.\nIf the blade is successfully resisted, the spell is dispelled.\nIf not, the blade has its normal full effect on that creature for the duration of the spell.\nFocus: A silvered dagger.","short_description":"You bring into being a tiny blade of force.","material_components":"0","name":"Shelgarn's Persistent Blade","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Shelgarn's Persistent Blade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One small blade<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bring into being a tiny blade of force.<br \/>The blade flies at a speed of 40 feet and attacks any target within its range, as you desire, starting the round that you cast the spell.<br \/>The blade attacks on your turn once each round, striking with an attack bonus equal to half your Charisma or Intelligence modifier (for sorcerers and wizards, respectively) and dealing damage as a dagger (including the threat range and critical multiplier).<br \/>If an ally also attacks the creature, the blade moves on your turn to flank the target.<br \/>As a force effect, it can strike ethereal and incorporeal creatures.<br \/>The blade is AC 14 (+2 size, +2 Dex) and has 1 hit point.<br \/>Each round after the first, you can use a standard action to switch the blade to a new target; otherwise it continues to attack the same target.<br \/>If an attacked creature has spell resistance, the resistance is checked the first time Shelgarn&#39;s persistent blade strikes.<br \/>If the blade is successfully resisted, the spell is dispelled.<br \/>If not, the blade has its normal full effect on that creature for the duration of the spell.<br \/>Focus: A silvered dagger.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Two daggers","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You cause two daggers in your possession to grow to the size and shape of longswords, which then attack creatures you specify.\nThe blades have AC 14 (+1 size, +1 Dex, +2 natural), hardness 10, and 5 hit points.\nThey fly at speed 30 feet (good maneuverability), deal 1d8 points of slashing damage, and score a threat of a critical on a natural 19 or 20.\nThey are otherwise treated as Medium-size animated objects (as if animated by an animate objects spell).\nYou can cast spells such as magic weapon on the daggers before or after the steeldance spell takes effect.\nFocus: Two daggers.","short_description":"You cause two daggers in your possession to grow to the size and shape of longswords, which then atta...","material_components":"0","name":"Steeldance","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Steeldance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause two daggers in your possession to grow to the size and shape of longswords, which then attack creatures you specify.<br \/>The blades have AC 14 (+1 size, +1 Dex, +2 natural), hardness 10, and 5 hit points.<br \/>They fly at speed 30 feet (good maneuverability), deal 1d8 points of slashing damage, and score a threat of a critical on a natural 19 or 20.<br \/>They are otherwise treated as Medium-size animated objects (as if animated by an animate objects spell).<br \/>You can cast spells such as magic weapon on the daggers before or after the steeldance spell takes effect.<br \/>Focus: Two daggers.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/level)","target":"","effect":"","area":"One stone object or creature","duration":"Instantaneous","saving_throw":"Will negates (object) or Fortitude half (see text)","spell_resistance":"Yes (object) or Yes","description":"You aim a single note of perfect pitch toward a stone object or creature, causing it to shatter.\nThe target object cannot weigh more than 2 pounds per caster level.\nAnyone within 5 feet of an exploding object suffers 1 point of damage per caster level (maximum 15 points).\nNo saving throw applies to this effect.\nTargeted against a stone creature (of any weight), stone shatter deals 1d6 points of damage per caster level (maximum 15d6), with a Fortitude save for half damage.","short_description":"You aim a single note of perfect pitch toward a stone object or creature, causing it to shatter.","material_components":"0","name":"Stone Shatter","level":"Bard 4","full_text":"<div><p><h5>Stone Shatter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object) or Fortitude half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object) or Yes<br\/><\/td><\/tr><\/table><p>\t<p>You aim a single note of perfect pitch toward a stone object or creature, causing it to shatter.<br \/>The target object cannot weigh more than 2 pounds per caster level.<br \/>Anyone within 5 feet of an exploding object suffers 1 point of damage per caster level (maximum 15 points).<br \/>No saving throw applies to this effect.<br \/>Targeted against a stone creature (of any weight), stone shatter deals 1d6 points of damage per caster level (maximum 15d6), with a Fortitude save for half damage.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Five floating spheres","area":"","duration":"1 round\/level","saving_throw":"Reflex half (see text)","spell_resistance":"Yes (see text)","description":"You create a circle of five colored spheres that orbit your head at a distance of 1 foot.\nThese spheres provide as much light as a dancing lights spell and can be used offensively or defensively.\nEach sphere corresponds to one of the five types of energy (acid, cold, electricity, fire, sonic).\nOn your turn you can direct one or more spheres to strike a creature or creatures in range, no two of which may be more than 30 feet apart.\nEach sphere inflicts 1d4 points of energy damage per four caster levels (max 4d4 each) to a single creature, so an 8th-level caster's sphere inflicts 2d4 points of energy damage.\nThe target may make a Reflex save for half damage against each sphere.\nIf you are attacked with an effect that causes energy damage, and the sphere of that type of energy is still present, you can have that sphere absorb some of that energy damage, destroying the sphere.\nThe sphere absorbs damage that round equal to the amount of damage it would deal if used to attack, so an 8th-level caster's fire sphere absorbs 2d4 points of fire damage.\nThis overlaps (does not stack) with the protection granted by endure elements, resist elements, and protection from elements.\nMaterial Component: Five glass marbles.","short_description":"You create a circle of five colored spheres that orbit your head at a distance of 1 foot.","material_components":"0","name":"Tirumael's Energy Spheres","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Tirumael's Energy Spheres<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Five floating spheres<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You create a circle of five colored spheres that orbit your head at a distance of 1 foot.<br \/>These spheres provide as much light as a dancing lights spell and can be used offensively or defensively.<br \/>Each sphere corresponds to one of the five types of energy (acid, cold, electricity, fire, sonic).<br \/>On your turn you can direct one or more spheres to strike a creature or creatures in range, no two of which may be more than 30 feet apart.<br \/>Each sphere inflicts 1d4 points of energy damage per four caster levels (max 4d4 each) to a single creature, so an 8th-level caster&#39;s sphere inflicts 2d4 points of energy damage.<br \/>The target may make a Reflex save for half damage against each sphere.<br \/>If you are attacked with an effect that causes energy damage, and the sphere of that type of energy is still present, you can have that sphere absorb some of that energy damage, destroying the sphere.<br \/>The sphere absorbs damage that round equal to the amount of damage it would deal if used to attack, so an 8th-level caster&#39;s fire sphere absorbs 2d4 points of fire damage.<br \/>This overlaps (does not stack) with the protection granted by endure elements, resist elements, and protection from elements.<br \/>Material Component: Five glass marbles.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Two creatures\/level, no two of which can be more than 50 ft. apart","effect":"","area":"","duration":"1 day","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell doubles the overland speed of all targets, assuming they are all traveling together in the same direction, including pack animals and mounts.\nThis spell does not affect nonliving material.\nThe spell does not affect tactical speed.","short_description":"This spell doubles the overland speed of all targets, assuming they are all traveling together in the...","material_components":"0","name":"Wind At Back","level":"Druid 4","full_text":"<div><p><h5>Wind At Back<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell doubles the overland speed of all targets, assuming they are all traveling together in the same direction, including pack animals and mounts.<br \/>This spell does not affect nonliving material.<br \/>The spell does not affect tactical speed.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One target\/level","duration":"1 round\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You call on the wind to assist your allies' accuracy.\nThis wind tunnel improves the accuracy of ranged weapons, granting each target a +10 competence bonus on ranged attacks.\nFurther, it doubles the range increment of these weapons.","short_description":"You call on the wind to assist your allies' accuracy.","material_components":"0","name":"Wind Tunnel","level":"Druid 5","full_text":"<div><p><h5>Wind Tunnel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You call on the wind to assist your allies&#39; accuracy.<br \/>This wind tunnel improves the accuracy of ranged weapons, granting each target a +10 competence bonus on ranged attacks.<br \/>Further, it doubles the range increment of these weapons.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 10-ft. square\/level","duration":"1 minute\/level","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"Razor-sharp ice crystals fill the area.\nCreatures standing in the area at the time the spell is cast take 2d4 points of damage plus 1d6 points of cold damage +1 point\/level.\nAny creature moving on foot into or through the spell's area takes this damage for each 5 feet of movement through the razored area.\nAny creature that sustains normal damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third.\nThis speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).\nAnother character can remove the penalty by taking 10 minutes to dress the injuries and succeeding at a Heal check against the spell's save DC.\nEach 5-foot square section has effectively 20 hit points.\nEven when all the ice has been destroyed, frigid air remains in the area and deals 1d6 points of cold damage +1 point\/level to creatures that pass through it.\nFocus: A silver shuriken worth 50 gp that looks like a snowflake.","short_description":"Razor-sharp ice crystals fill the area.","material_components":"0","name":"Zajimarn's Field of Icy Razors","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Zajimarn's Field of Icy Razors<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Razor-sharp ice crystals fill the area.<br \/>Creatures standing in the area at the time the spell is cast take 2d4 points of damage plus 1d6 points of cold damage +1 point\/level.<br \/>Any creature moving on foot into or through the spell&#39;s area takes this damage for each 5 feet of movement through the razored area.<br \/>Any creature that sustains normal damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third.<br \/>This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).<br \/>Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding at a Heal check against the spell&#39;s save DC.<br \/>Each 5-foot square section has effectively 20 hit points.<br \/>Even when all the ice has been destroyed, frigid air remains in the area and deals 1d6 points of cold damage +1 point\/level to creatures that pass through it.<br \/>Focus: A silver shuriken worth 50 gp that looks like a snowflake.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"10-ft. ice claw","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Similar to Bigby's grasping hand, this spell creates a Medium-size reptilian claw made of ice.\nThe ice claw gets one grappling attack per round.\nIts attack bonus to make contact is your level + your Intelligence or Charisma modifier (for wizards and sorcerers, respectively), +7 for the claw's Strength score (24).\nIts grapple check is this same figure.\nWhen the claw succeeds at a grapple, it inflicts normal grapple damage (1d3 points plus its Strength modifier).\nYou can direct it to damage or pin its target on your turn as a free action.\nOn any round that the claw is grappling a target, it deals 1d8 points of cold damage in addition to any other damage it causes.\nThe claw can attack on the round it appears.\nDirecting it to change targets is a standard action.\nIt always attacks from your direction and does not get a flanking bonus or help a combatant get one.\nThe claw has as many hit points as you do when undamaged and is AC 20 (+10 natural).\nIt takes damage as a normal creature, but most magical effects that do not deal damage do not affect it.\nThe claw cannot push through a wall of force or enter an antimagic field.\nIt suffers the full effects of a prismatic wall or prismatic sphere.\nThe claw makes saving throws as if it were you.\nDisintegrate or a successful dispel magic destroys it.\nIt is immune to cold but takes double damage from fire.\nFocus: A white leather glove and a piece of clear rock crystal.","short_description":"Similar to Bigby's grasping hand, this spell creates a Medium-size reptilian claw made of ice.","material_components":"0","name":"Zajimarn's Ice Claw Prison","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Zajimarn's Ice Claw Prison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft. ice claw<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Similar to Bigby&#39;s grasping hand, this spell creates a Medium-size reptilian claw made of ice.<br \/>The ice claw gets one grappling attack per round.<br \/>Its attack bonus to make contact is your level + your Intelligence or Charisma modifier (for wizards and sorcerers, respectively), +7 for the claw&#39;s Strength score (24).<br \/>Its grapple check is this same figure.<br \/>When the claw succeeds at a grapple, it inflicts normal grapple damage (1d3 points plus its Strength modifier).<br \/>You can direct it to damage or pin its target on your turn as a free action.<br \/>On any round that the claw is grappling a target, it deals 1d8 points of cold damage in addition to any other damage it causes.<br \/>The claw can attack on the round it appears.<br \/>Directing it to change targets is a standard action.<br \/>It always attacks from your direction and does not get a flanking bonus or help a combatant get one.<br \/>The claw has as many hit points as you do when undamaged and is AC 20 (+10 natural).<br \/>It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it.<br \/>The claw cannot push through a wall of force or enter an antimagic field.<br \/>It suffers the full effects of a prismatic wall or prismatic sphere.<br \/>The claw makes saving throws as if it were you.<br \/>Disintegrate or a successful dispel magic destroys it.<br \/>It is immune to cold but takes double damage from fire.<br \/>Focus: A white leather glove and a piece of clear rock crystal.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One bridge of force 2 ft. wide, 1 in. thick, and up to 20 ft.\/level long","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"You create a ribbonlike, weightless, unbreakable bridge.\nThe dark way must be anchored at both ends to solid objects, but otherwise can be at any angle.\nLike a wall of force, it must be continuous and unbroken when formed.\nIt is typically used to cross a chasm or a hazardous space.\nCreatures can move on the dark way without penalty, since it is no more slippery than a typical dungeon floor.\nYou (but not anyone else) gain a +5 competence bonus on all Balance checks while made on the dark way.\nThe dark way can support a maximum of 200 pounds per caster level.\nCreatures that cause the total weight on the dark way to exceed this limit sink through it as if it weren't there.\nYou never sink through the dark way unless your own weight exceeds the spell's maximum capacity.","short_description":"You create a ribbonlike, weightless, unbreakable bridge.","material_components":"0","name":"Dark Way","level":"Cleric 3","full_text":"<div><p><h5>Dark Way<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One bridge of force 2 ft. wide, 1 in. thick, and up to 20 ft.\/level long<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a ribbonlike, weightless, unbreakable bridge.<br \/>The dark way must be anchored at both ends to solid objects, but otherwise can be at any angle.<br \/>Like a wall of force, it must be continuous and unbroken when formed.<br \/>It is typically used to cross a chasm or a hazardous space.<br \/>Creatures can move on the dark way without penalty, since it is no more slippery than a typical dungeon floor.<br \/>You (but not anyone else) gain a +5 competence bonus on all Balance checks while made on the dark way.<br \/>The dark way can support a maximum of 200 pounds per caster level.<br \/>Creatures that cause the total weight on the dark way to exceed this limit sink through it as if it weren&#39;t there.<br \/>You never sink through the dark way unless your own weight exceeds the spell&#39;s maximum capacity.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 full round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Figment that mimics you and all allies within 50 ft. of you","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"In order to flush ambushes, you project a duplicate image of yourself and your companions.\nThis spell creates an illusion complete with visual, sound, smell, texture, and temperature.\nIt mimics exactly what you and any of your allies within 50 feet of you do.\nIf the terrain differs significantly between that of the illusion and that of the characters, or if any character takes an action the illusion can't duplicate (for instance, climbing a tree if none are present for the illusory duplicate to mimic), onlookers automatically receive a saving throw.\nIn addition, anyone who moves out of the spell's effect disappears from the illusion.","short_description":"In order to flush ambushes, you project a duplicate image of yourself and your companions.","material_components":"0","name":"Decoy Image","level":"Ranger 3","full_text":"<div><p><h5>Decoy Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Figment that mimics you and all allies within 50 ft. of you<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>In order to flush ambushes, you project a duplicate image of yourself and your companions.<br \/>This spell creates an illusion complete with visual, sound, smell, texture, and temperature.<br \/>It mimics exactly what you and any of your allies within 50 feet of you do.<br \/>If the terrain differs significantly between that of the illusion and that of the characters, or if any character takes an action the illusion can&#39;t duplicate (for instance, climbing a tree if none are present for the illusory duplicate to mimic), onlookers automatically receive a saving throw.<br \/>In addition, anyone who moves out of the spell&#39;s effect disappears from the illusion.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"One corporeal undead","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None (harmless)","spell_resistance":"","description":"You make one undead--including clothing, armor, weapons, and equipment--look different.\nYou can make it seem 1 foot shorter or taller, thin, fat, or in between.\nYou cannot change the creature's body type.\nFor example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature.\nOtherwise, the extent of the apparent change is up to you.\nYou could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature.\nThe spell does not provide the abilities or mannerisms of the chosen form.\nIt does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment.\nA battleaxe made to look like a dagger still functions as a battleaxe.\nNote: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching the undead and having that sensory input not match what they see, in the case of this spell).\nFocus: A cocoon of a death's head moth.","short_description":"You make one undead--including clothing, armor, weapons, and equipment--look different.","material_components":"0","name":"Disguise Undead","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Disguise Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You make one undead&#8212;including clothing, armor, weapons, and equipment&#8212;look different.<br \/>You can make it seem 1 foot shorter or taller, thin, fat, or in between.<br \/>You cannot change the creature&#39;s body type.<br \/>For example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature.<br \/>Otherwise, the extent of the apparent change is up to you.<br \/>You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature.<br \/>The spell does not provide the abilities or mannerisms of the chosen form.<br \/>It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment.<br \/>A battleaxe made to look like a dagger still functions as a battleaxe.<br \/>Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching the undead and having that sensory input not match what they see, in the case of this spell).<br \/>Focus: A cocoon of a death&#39;s head moth.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S","casting_time":"1 action","range":"80 ft.","target":"","effect":"Eight 10-ft. cubes extending from the caster's location","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasping tentacles.\nYou and one creature you touch are immune to the effect of this spell and can see through it without difficulty.\nWhen you cast the spell, you decide if the effect remains stationary or moves away from you at a rate of 10 feet per round.\nThe mist obscures all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).\nA moderate wind (11+ mph) disperses the doomtide in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round.\nFurthermore, creatures within its area must make Will saves or be dazed for as long as they remain in the cloud.\nThe spell does not function underwater.","short_description":"You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasp...","material_components":"0","name":"Doomtide","level":"Cleric 4","full_text":"<div><p><h5>Doomtide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>80 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Eight 10-ft. cubes extending from the caster's location<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasping tentacles.<br \/>You and one creature you touch are immune to the effect of this spell and can see through it without difficulty.<br \/>When you cast the spell, you decide if the effect remains stationary or moves away from you at a rate of 10 feet per round.<br \/>The mist obscures all sight, including darkvision, beyond 5 feet.<br \/>A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker can&#39;t use sight to locate the target).<br \/>A moderate wind (11+ mph) disperses the doomtide in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round.<br \/>Furthermore, creatures within its area must make Will saves or be dazed for as long as they remain in the cloud.<br \/>The spell does not function underwater.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One object","effect":"","area":"","duration":"Permanent or until discharged; 6 rounds (see text)","saving_throw":"None (object)","spell_resistance":"No (object)","description":"You imbue the touched object with a magical effect.\nWhen you touch the object and give the command word you designate, the object becomes the target of a silence spell.\nThe effect of the silence spell moves with the object and lasts exactly 6 rounds.\nMaterial Component: A feather and a handful of gem dust worth 50 gp.","short_description":"You imbue the touched object with a magical effect.","material_components":"0","name":"Khelben's Suspended Silence","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Khelben's Suspended Silence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent or until discharged; 6 rounds (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (object)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue the touched object with a magical effect.<br \/>When you touch the object and give the command word you designate, the object becomes the target of a silence spell.<br \/>The effect of the silence spell moves with the object and lasts exactly 6 rounds.<br \/>Material Component: A feather and a handful of gem dust worth 50 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level, no two of which can be more than 25 ft. apart","effect":"","area":"","duration":"3 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"You cause ordinary shadows to fly toward the creatures in the area, forming dark nets that cover and enfold the target or targets.\nThe net does not hamper movement, but a creature enfolded in a net cannot see beyond 5 feet, even with darkvision.\nThe folds of a net hide the creature within it, giving the creature nine-tenths concealment (attacks suffer a 40% miss chance).\nThe net also hampers the enfolded subject's own attacks, granting nine-tenths concealment to creatures within 5 feet and total concealment to creatures more than 5 feet away.","short_description":"You cause ordinary shadows to fly toward the creatures in the area, forming dark nets that cover and ...","material_components":"0","name":"Net of Shadows","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Net of Shadows<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause ordinary shadows to fly toward the creatures in the area, forming dark nets that cover and enfold the target or targets.<br \/>The net does not hamper movement, but a creature enfolded in a net cannot see beyond 5 feet, even with darkvision.<br \/>The folds of a net hide the creature within it, giving the creature nine-tenths concealment (attacks suffer a 40% miss chance).<br \/>The net also hampers the enfolded subject&#39;s own attacks, granting nine-tenths concealment to creatures within 5 feet and total concealment to creatures more than 5 feet away.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"5-ft. hand","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You create a floating Medium-size hand out of shadow material.\nThe shadow hand is an opaque gray color, 5 feet long, and that wide with its fingers outstretched.\nIt can give cover as a Bigby's interposing hand spell (providing only one-half cover), carry materials as Tenser's floating disk, strike opponents, or point or gesture as a normal hand does.\nThe hand is AC 18 (+6 natural, +2 deflection) and has half as many hit points as you have when undamaged.\nIt can be damaged just as Bigby's interposing hand can, and makes all saving throws as if it were you.\nChanging the hand's task or target is a standard action, and it can move anywhere in range.\nIf not given any commands, the hand follows you at your speed, maintaining the same distance from you.\nThe spell ends if the hand ever exceeds its range.\nIf it is carrying items and commanded to do something else, the hand drops whatever it is holding in order to complete its task (you can order the hand to rid itself of items gently as a standard action).\nUnlike Tenser's floating disk, it does not have to follow you at a fixed distance--you may direct where the hand goes.\nIf commanded to attack, the hand makes a slam attack at your base attack bonus (+4 for its 18 Strength), dealing 1d6+4 points of damage, attacking from your direction.\nIt cannot perform any special combat actions such as bull rush, grapple, or trip.","short_description":"You create a floating Medium-size hand out of shadow material.","material_components":"0","name":"Shadow Hand","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shadow Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft. hand<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a floating Medium-size hand out of shadow material.<br \/>The shadow hand is an opaque gray color, 5 feet long, and that wide with its fingers outstretched.<br \/>It can give cover as a Bigby&#39;s interposing hand spell (providing only one-half cover), carry materials as Tenser&#39;s floating disk, strike opponents, or point or gesture as a normal hand does.<br \/>The hand is AC 18 (+6 natural, +2 deflection) and has half as many hit points as you have when undamaged.<br \/>It can be damaged just as Bigby&#39;s interposing hand can, and makes all saving throws as if it were you.<br \/>Changing the hand&#39;s task or target is a standard action, and it can move anywhere in range.<br \/>If not given any commands, the hand follows you at your speed, maintaining the same distance from you.<br \/>The spell ends if the hand ever exceeds its range.<br \/>If it is carrying items and commanded to do something else, the hand drops whatever it is holding in order to complete its task (you can order the hand to rid itself of items gently as a standard action).<br \/>Unlike Tenser&#39;s floating disk, it does not have to follow you at a fixed distance&#8212;you may direct where the hand goes.<br \/>If commanded to attack, the hand makes a slam attack at your base attack bonus (+4 for its 18 Strength), dealing 1d6+4 points of damage, attacking from your direction.<br \/>It cannot perform any special combat actions such as bull rush, grapple, or trip.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You cause the target's shadow to become a temporary gateway to a pocket realm within the Plane of Shadow.\nThe target must make a Will save or be pulled into the gateway; inside the pocket realm he sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt him without causing actual harm.\nWhen the duration ends, the victim returns to the real world and suffers a secondary fear effect.\nThe victim is frightened for 1d4 rounds and must flee.\nOn leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast.\nIf this spot is filled with a solid object, the subject appears nearby.\nSpells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell as normal (but the target is still frightened upon leaving).","short_description":"You cause the target's shadow to become a temporary gateway to a pocket realm within the Plane of Sha...","material_components":"0","name":"Shadow Well","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Shadow Well<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause the target&#39;s shadow to become a temporary gateway to a pocket realm within the Plane of Shadow.<br \/>The target must make a Will save or be pulled into the gateway; inside the pocket realm he sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt him without causing actual harm.<br \/>When the duration ends, the victim returns to the real world and suffers a secondary fear effect.<br \/>The victim is frightened for 1d4 rounds and must flee.<br \/>On leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast.<br \/>If this spot is filled with a solid object, the subject appears nearby.<br \/>Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell as normal (but the target is still frightened upon leaving).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Any single portal","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, and so on).\nEven the squeakiest door opens without a sound when under the effect of this spell.\nSilent portal covers only normal means of opening and closing the targeted portal.\nBreaking a window or kicking a door in still makes noise, but opening a door that is falling off its hinges does not (since this is the normal way a door would open).\nPortals composed of magical energy are not affected by this spell.\nIn the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster's ability score modifier + other modifiers as appropriate) apply.","short_description":"This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, dra...","material_components":"0","name":"Silent Portal","level":"Assassin 1 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Silent Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, and so on).<br \/>Even the squeakiest door opens without a sound when under the effect of this spell.<br \/>Silent portal covers only normal means of opening and closing the targeted portal.<br \/>Breaking a window or kicking a door in still makes noise, but opening a door that is falling off its hinges does not (since this is the normal way a door would open).<br \/>Portals composed of magical energy are not affected by this spell.<br \/>In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster&#39;s ability score modifier + other modifiers as appropriate) apply.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Intangible skull","area":"","duration":"Permanent until discharged","saving_throw":"Reflex half (see text)","spell_resistance":"Yes","description":"You create an intangible image of a floating skull that trails black flames.\nThe skull and its flames are obviously an illusion and cause no damage, nor can the skull be damaged by attacks.\nThe skull flies at speed 40 feet (Perfect) but cannot move more than 20 feet from its point of origin.\nThe skull floats about aimlessly but threateningly within its available range.\nYou set two triggering conditions for the skull.\nThe first activates a message as if the skull were a magic mouth.\nThe second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it.\nThose affected can make Reflex saving throws for half damage.\nThe triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time.\nOnce both triggering conditions have been met, the skull disappears.\nThe skull can only do each effect one time, so if it has already spoken its message, it does not speak it again if the message trigger occurs a second time.","short_description":"You create an intangible image of a floating skull that trails black flames.","material_components":"0","name":"Skull of Secrets","level":"Cleric 4","full_text":"<div><p><h5>Skull of Secrets<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Intangible skull<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an intangible image of a floating skull that trails black flames.<br \/>The skull and its flames are obviously an illusion and cause no damage, nor can the skull be damaged by attacks.<br \/>The skull flies at speed 40 feet (Perfect) but cannot move more than 20 feet from its point of origin.<br \/>The skull floats about aimlessly but threateningly within its available range.<br \/>You set two triggering conditions for the skull.<br \/>The first activates a message as if the skull were a magic mouth.<br \/>The second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it.<br \/>Those affected can make Reflex saving throws for half damage.<br \/>The triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time.<br \/>Once both triggering conditions have been met, the skull disappears.<br \/>The skull can only do each effect one time, so if it has already spoken its message, it does not speak it again if the message trigger occurs a second time.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"3 rounds\/level","saving_throw":"","spell_resistance":"","description":"You draw on the oak's strength to improve your ability to intimidate your enemies.\nYou gain a competence bonus of +10 on your Intimidate checks.","short_description":"You draw on the oak's strength to improve your ability to intimidate your enemies.","material_components":"0","name":"Towering Oak","level":"Ranger 1","full_text":"<div><p><h5>Towering Oak<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><\/table><p>\t<p>You draw on the oak&#39;s strength to improve your ability to intimidate your enemies.<br \/>You gain a competence bonus of +10 on your Intimidate checks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"You are surrounded with a crackling black aura that injures creatures that contact it.\nAny creature striking you with its body or handheld weapons takes 1d4 hit points of damage +1 point per 2 caster levels (maximum +5).\nIf the creature has spell resistance, it applies to the damage.\nWeapons with exceptional reach, such as longspears, do not endanger their users in this way.\nMaterial Component: A paste made of exotic herbs, ground bones, and onyx worth 50 gp, which is applied to your body when the spell is cast.","short_description":"You are surrounded with a crackling black aura that injures creatures that contact it.","material_components":"0","name":"Death Armor","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Death Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You are surrounded with a crackling black aura that injures creatures that contact it.<br \/>Any creature striking you with its body or handheld weapons takes 1d4 hit points of damage +1 point per 2 caster levels (maximum +5).<br \/>If the creature has spell resistance, it applies to the damage.<br \/>Weapons with exceptional reach, such as longspears, do not endanger their users in this way.<br \/>Material Component: A paste made of exotic herbs, ground bones, and onyx worth 50 gp, which is applied to your body when the spell is cast.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"","effect":"Dragon 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 natural armor bonus 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 deal damage as if your limbs were short swords.\nYou can use your off hand to attack, incurring the standard two-weapon fighting penalties (see Table 8-2, page 125 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.","short_description":"You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy.","material_components":"0","name":"Death Dragon","level":"Cleric 7","full_text":"<div><p><h5>Death Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Dragon of energy and bones<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy.<br \/>The cocoon gives you a +4 natural armor bonus and a +4 deflection bonus to Armor Class, plus 1 temporary hit point per caster level (maximum +20).<br \/>You are treated as armed when you make unarmed attacks, and deal damage as if your limbs were short swords.<br \/>You can use your off hand to attack, incurring the standard two-weapon fighting penalties (see Table 8-2, page 125 of the Player&#39;s Handbook).<br \/>The death dragon prevents you from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder your actions or movement.<br \/>As a standard action, you may project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, XP","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until triggered","saving_throw":"None","spell_resistance":"No","description":"This spell allows the target to enter a binding agreement with your deity that brings the target back to life if she is slain.\nWhen this spell is cast, the target's Constitution is permanently lowered by 2 points.\nIn exchange for this, if she ever dies, several spells are brought into effect.\nFirst, she is teleported to a safe location designated by you at the time of casting as if with a word of recall spell.\nSecond, the target is brought back from the dead with a raise dead spell with the standard loss of a level.\nFinally, the target is healed with a heal spell.\nShe does not regain the 2 Constitution points when returned to life.\nIf a raise dead spell could not return the target to life (for example, if she was disintegrated or died of old age), the death pact cannot restore her to life.\nIf the spell is dispelled before the target dies, she does not regain her 2 lost Constitution points.\nMaterial Component: A diamond worth at least 500 gp.\nXP Cost: 250 XP.","short_description":"This spell allows the target to enter a binding agreement with your deity that brings the target back...","material_components":"0","name":"Death Pact","level":"Cleric 8","full_text":"<div><p><h5>Death Pact<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until triggered<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows the target to enter a binding agreement with your deity that brings the target back to life if she is slain.<br \/>When this spell is cast, the target&#39;s Constitution is permanently lowered by 2 points.<br \/>In exchange for this, if she ever dies, several spells are brought into effect.<br \/>First, she is teleported to a safe location designated by you at the time of casting as if with a word of recall spell.<br \/>Second, the target is brought back from the dead with a raise dead spell with the standard loss of a level.<br \/>Finally, the target is healed with a heal spell.<br \/>She does not regain the 2 Constitution points when returned to life.<br \/>If a raise dead spell could not return the target to life (for example, if she was disintegrated or died of old age), the death pact cannot restore her to life.<br \/>If the spell is dispelled before the target dies, she does not regain her 2 lost Constitution points.<br \/>Material Component: A diamond worth at least 500 gp.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Willing creature","effect":"","area":"","duration":"1 minute\/level or instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell has two possible effects: Divine Fortitude: The target becomes immune to subdual damage, charm effects, compulsions, and attacks that function by causing pain, and is immune to effects that would cause her to be dazed, exhausted, fatigued, nauseated, staggered, or stunned.\nThe target remains conscious at -1 to -9 hit points and can take a partial action each round when in that state.\nIf any of these effects are present on the target when this spell is cast, they are suspended for the duration (causing the target to wake if unconscious).\nThis variant of the spell lasts 1 minute\/level.\nWhen the spell ends, any effects suspended by the spell that would otherwise still be in effect (such as fatigue, which normally requires 8 hours of rest to abate) return.\nEffects with durations that expired during the duration of this spell do not resume when this spell ends.\nPact of Martyrdom: You and the target exchange hit point totals.\nThis variant of the spell only works if you have more hit points than the target when the spell is cast.\nIf the target was unconscious and dying, you become unconscious and dying.\nIf the target was unconscious but stabilized, you become unconscious but stabilized.\nThe spell only transfers actual hit points, not temporary hit points.\nClerics and paladins who don't worship Ilmater name this spell after their own deity--favor of Torm, for example.","short_description":"This spell has two possible effects: Divine Fortitude: The target becomes immune to subdual damage, c...","material_components":"0","name":"Favor of Ilmater","level":"Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Favor of Ilmater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell has two possible effects: Divine Fortitude: The target becomes immune to subdual damage, charm effects, compulsions, and attacks that function by causing pain, and is immune to effects that would cause her to be dazed, exhausted, fatigued, nauseated, staggered, or stunned.<br \/>The target remains conscious at -1 to -9 hit points and can take a partial action each round when in that state.<br \/>If any of these effects are present on the target when this spell is cast, they are suspended for the duration (causing the target to wake if unconscious).<br \/>This variant of the spell lasts 1 minute\/level.<br \/>When the spell ends, any effects suspended by the spell that would otherwise still be in effect (such as fatigue, which normally requires 8 hours of rest to abate) return.<br \/>Effects with durations that expired during the duration of this spell do not resume when this spell ends.<br \/>Pact of Martyrdom: You and the target exchange hit point totals.<br \/>This variant of the spell only works if you have more hit points than the target when the spell is cast.<br \/>If the target was unconscious and dying, you become unconscious and dying.<br \/>If the target was unconscious but stabilized, you become unconscious but stabilized.<br \/>The spell only transfers actual hit points, not temporary hit points.<br \/>Clerics and paladins who don&#39;t worship Ilmater name this spell after their own deity&#8212;favor of Torm, for example.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 day\/level","saving_throw":"","spell_resistance":"","description":"You increase the number of Hit Dice of undead that you can control.\nAdd 10 times your caster level to your Hit Dice limit for controlling undead.\nWhen the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.","short_description":"You increase the number of Hit Dice of undead that you can control.","material_components":"0","name":"General of Undeath","level":"Cleric 8","full_text":"<div><p><h5>General of Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><\/table><p>\t<p>You increase the number of Hit Dice of undead that you can control.<br \/>Add 10 times your caster level to your Hit Dice limit for controlling undead.<br \/>When the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"You and one living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You inflict 1d6 points of damage +1 point\/level damage to a living creature and gain an equal amount of hit points. The _healing sting_ cannot give you more hit points than your normal total. Excess hit points are lost. \n\nMaterial Component: Five dried wasp bodies.","short_description":"You inflict 1d6 points of damage +1 point\/level damage to a living creature and gain an equal amount ...","material_components":"0","name":"Healing Sting","level":"Druid 3","full_text":"<div><p><h5>Healing Sting<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You inflict 1d6 points of damage +1 point\/level damage to a living creature and gain an equal amount of hit points. The <em>healing sting<\/em> cannot give you more hit points than your normal total. Excess hit points are lost. <\/p>\n\n\t<p>Material Component: Five dried wasp bodies.<\/p><\/p>Reference: Magic of Faerun 100<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half (see text)","spell_resistance":"Yes (harmless)","description":"You transfer some of your life essence to another creature, healing it.\nYou may heal up to 1d6 points per two caster levels (maximum 10d6), and must decide how many dice to roll when you cast the spell.\nYou take damage equal to the amount your target was healed.\nThis spell cannot heal a target of more than your current hit points +10, which is enough to kill you.","short_description":"You transfer some of your life essence to another creature, healing it.","material_components":"0","name":"Healing Touch","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Healing Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You transfer some of your life essence to another creature, healing it.<br \/>You may heal up to 1d6 points per two caster levels (maximum 10d6), and must decide how many dice to roll when you cast the spell.<br \/>You take damage equal to the amount your target was healed.<br \/>This spell cannot heal a target of more than your current hit points +10, which is enough to kill you.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/2 levels","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"With a successful melee touch attack, you infest a target with maggotlike creatures.\nThey deal 1d4 points of temporary Constitution damage each round.\nThe subject makes a new Fortitude save each round.\nThe spell ends if the target succeeds at its saving throw.\nThe infestation can be removed with a cure disease or heal spell.\nMaterial Component: A handful of dead, dried flies.","short_description":"With a successful melee touch attack, you infest a target with maggotlike creatures.","material_components":"0","name":"Infestation of Maggots","level":"Druid 3","full_text":"<div><p><h5>Infestation of Maggots<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a successful melee touch attack, you infest a target with maggotlike creatures.<br \/>They deal 1d4 points of temporary Constitution damage each round.<br \/>The subject makes a new Fortitude save each round.<br \/>The spell ends if the target succeeds at its saving throw.<br \/>The infestation can be removed with a cure disease or heal spell.<br \/>Material Component: A handful of dead, dried flies.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As stone bones, except the target creature's skeleton changes to iron.\nThe creature gains a +5 natural armor bonus to AC.\nFocus: A miniature skull made out of iron or steel.","short_description":"As stone bones, except the target creature's skeleton changes to iron.","material_components":"0","name":"Iron Bones","level":"Sorcerer 4 \/ Wizard 4 \/ Cleric 4","full_text":"<div><p><h5>Iron Bones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As stone bones, except the target creature&#39;s skeleton changes to iron.<br \/>The creature gains a +5 natural armor bonus to AC.<br \/>Focus: A miniature skull made out of iron or steel.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You draw upon the powers of unlife to give yourself abilities similar to those of a vampire.\nYou become gaunt and pale with feral red eyes, and you gain the following supernatural abilities:\n* enervation (as a melee touch attack)\n* vampiric touch (as a melee touch attack)\n* charm person\n* gaseous form (self only)\n* damage reduction 10\/+1 When using this spell, inflict spells heal you and cure spells hurt you.\nYou are treated as if you were undead for the purpose of all spells and effects.\nA successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric's Charisma modifier) or be panicked (or cowering) for 10 rounds.\nA turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric's Charisma modifier) or be stunned (or charmed as with charm monster) for 10 rounds.\nAny charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.\nMaterial Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.","short_description":"You draw upon the powers of unlife to give yourself abilities similar to those of a vampire.","material_components":"0","name":"Kiss of the Vampire","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Kiss of the Vampire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You draw upon the powers of unlife to give yourself abilities similar to those of a vampire.<br \/>You become gaunt and pale with feral red eyes, and you gain the following supernatural abilities:\n\t<ul>\n\t\t<li>enervation (as a melee touch attack)<\/li>\n\t\t<li>vampiric touch (as a melee touch attack)<\/li>\n\t\t<li>charm person<\/li>\n\t\t<li>gaseous form (self only)<\/li>\n\t\t<li>damage reduction 10\/+1 When using this spell, inflict spells heal you and cure spells hurt you.<\/li>\n\t<\/ul><br \/>You are treated as if you were undead for the purpose of all spells and effects.<br \/>A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric&#39;s Charisma modifier) or be panicked (or cowering) for 10 rounds.<br \/>A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric&#39;s Charisma modifier) or be stunned (or charmed as with charm monster) for 10 rounds.<br \/>Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.<br \/>Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One ray\/2 levels","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You draw forth some of your own life force to create a beam of positive energy that harms undead.\nYou must make a ranged touch attack to hit, and if it hits an undead creature, it deals 2d4 points of damage to it.\nCreating the beam deals you 1 hit point of damage.\nFor every two levels of experience past 1st, you can create an additional ray, up to a maximum of five rays at 9th level.\nIf you shoot multiple rays, you can have them strike a single creature or several creatures.\nYou must designate targets before you roll spell resistance or damage.\nAll rays must be aimed at enemies that are all within 30 feet of each other.","short_description":"You draw forth some of your own life force to create a beam of positive energy that harms undead.","material_components":"0","name":"Life Bolt","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Life Bolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One ray\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You draw forth some of your own life force to create a beam of positive energy that harms undead.<br \/>You must make a ranged touch attack to hit, and if it hits an undead creature, it deals 2d4 points of damage to it.<br \/>Creating the beam deals you 1 hit point of damage.<br \/>For every two levels of experience past 1st, you can create an additional ray, up to a maximum of five rays at 9th level.<br \/>If you shoot multiple rays, you can have them strike a single creature or several creatures.<br \/>You must designate targets before you roll spell resistance or damage.<br \/>All rays must be aimed at enemies that are all within 30 feet of each other.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Quarter circle emanating from you to the extreme","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"of the range\nDuration: 10 minutes\/level\nSaving Throw: None\nSpell Resistance: No\nThis is identical with deathwatch, but only functions on animals and plants.\nIn addition, it also allows you to determine a variety of other mundane information about the animals and plants (are the plants underwatered, are the animals malnourished, and so forth).","short_description":"of the range\nDuration: 10 minutes\/level\nSaving Throw: None\nSpell Resistance: No\nThis is identical wit...","material_components":"0","name":"Naturewatch","level":"Druid 0 \/ Hathran 0 \/ Ranger 1","full_text":"<div><p><h5>Naturewatch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0 \/ Hathran 0 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>of the range<br \/>Duration: 10 minutes\/level<br \/>Saving Throw: None<br \/>Spell Resistance: No<br \/>This is identical with deathwatch, but only functions on animals and plants.<br \/>In addition, it also allows you to determine a variety of other mundane information about the animals and plants (are the plants underwatered, are the animals malnourished, and so forth).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"One recently dead creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You cause a recently dead creature (within three days of its death) to reveal information about events that led up to its death.\nThe corpse speaks tersely in its native language, using no more than a dozen words or so in a round.\nIn the first round, it describes the last thing it saw.\nIn the second, it describes its dying wish.\nIn the third, it describes the wounding that killed it.\nIn the fourth, it tells who killed it.\nIn the fifth, it tells why it believes it was killed.\nIn the sixth and all rounds following, it answers one question to the best of its ability (as speak with dead).\nThe corpse has no more knowledge than it had when alive, nor does it retain any memory of events that occurred after its death.\nAll restrictions placed on the use of speak with dead (differing alignments allow a saving throw, no repeat uses of this spell or speak with dead within seven days, intact body required, and undead creatures are immune) apply to this spell as well.","short_description":"You cause a recently dead creature (within three days of its death) to reveal information about event...","material_components":"0","name":"Reveille","level":"Bard 3","full_text":"<div><p><h5>Reveille<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a recently dead creature (within three days of its death) to reveal information about events that led up to its death.<br \/>The corpse speaks tersely in its native language, using no more than a dozen words or so in a round.<br \/>In the first round, it describes the last thing it saw.<br \/>In the second, it describes its dying wish.<br \/>In the third, it describes the wounding that killed it.<br \/>In the fourth, it tells who killed it.<br \/>In the fifth, it tells why it believes it was killed.<br \/>In the sixth and all rounds following, it answers one question to the best of its ability (as speak with dead).<br \/>The corpse has no more knowledge than it had when alive, nor does it retain any memory of events that occurred after its death.<br \/>All restrictions placed on the use of speak with dead (differing alignments allow a saving throw, no repeat uses of this spell or speak with dead within seven days, intact body required, and undead creatures are immune) apply to this spell as well.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fellow undead creature, ignoring you.\nYour appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead.\nIf used in conjunction with a disguise or an illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.\nIf you attack an undead creature while this spell is in effect, the spell immediately ends.\nWhen using this spell, inflict spells heal you and cure spells hurt you.\nYou are treated as if you were undead for the purpose of all spells and effects.\nA successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric's Charisma modifier) or be panicked (or cowering) for 10 rounds.\nA turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric's Charisma modifier) or be stunned (or charmed as with charm monster) for 10 rounds.\nMaterial Component: Dust or bone fragments from any destroyed undead creature.","short_description":"You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fe...","material_components":"0","name":"Shroud of Undeath","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Shroud of Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You shroud yourself with invisible negative energy so that nonintelligent undead perceive you as a fellow undead creature, ignoring you.<br \/>Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead.<br \/>If used in conjunction with a disguise or an illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.<br \/>If you attack an undead creature while this spell is in effect, the spell immediately ends.<br \/>When using this spell, inflict spells heal you and cure spells hurt you.<br \/>You are treated as if you were undead for the purpose of all spells and effects.<br \/>A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric&#39;s Charisma modifier) or be panicked (or cowering) for 10 rounds.<br \/>A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + cleric&#39;s Charisma modifier) or be stunned (or charmed as with charm monster) for 10 rounds.<br \/>Material Component: Dust or bone fragments from any destroyed undead creature.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One or more finger bones","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create a number of loyal skeletons from finger bones.\nAll skeletons are Medium-size with the normal Monster Manual statistics for their kind, except their effective Hit Dice as far as turning is concerned is equal to your class level.\nThese skeletons count toward the number of Hit Dice of undead you can have in your control.\nYou can create one skeleton per caster level.\nUnlike the animate dead spell, these skeletons try to remain within 60 feet of you.\nIf you exceed this range, they become inert until you return.\nMaterial Components:One finger bone and one onyx gem worth 50 gp per skeleton to be created.\nIf the finger bones come from a Medium-size creature, the skeleton that forms from that finger bone is that type of creature.","short_description":"You create a number of loyal skeletons from finger bones.","material_components":"0","name":"Skeletal Guard","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Skeletal Guard<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a number of loyal skeletons from finger bones.<br \/>All skeletons are Medium-size with the normal Monster Manual statistics for their kind, except their effective Hit Dice as far as turning is concerned is equal to your class level.<br \/>These skeletons count toward the number of Hit Dice of undead you can have in your control.<br \/>You can create one skeleton per caster level.<br \/>Unlike the animate dead spell, these skeletons try to remain within 60 feet of you.<br \/>If you exceed this range, they become inert until you return.<br \/>Material Components:One finger bone and one onyx gem worth 50 gp per skeleton to be created.<br \/>If the finger bones come from a Medium-size creature, the skeleton that forms from that finger bone is that type of creature.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous (see text)","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"Similar to the divine spell poison, you inflict a paralyzing poison upon the subject by making a successful melee touch attack.\nThe poison deals 1d6 points of temporary Strength damage immediately and another 1d6 points of temporary Strength damage 1 minute later.\nEach instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster's Intelligence or Charisma modifier, for wizards and sorcerers, respectively).\nMaterial Component: A poisonous spider, alive or dead.","short_description":"Similar to the divine spell poison, you inflict a paralyzing poison upon the subject by making a succ...","material_components":"0","name":"Spider Poison","level":"Assassin 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Spider Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Similar to the divine spell poison, you inflict a paralyzing poison upon the subject by making a successful melee touch attack.<br \/>The poison deals 1d6 points of temporary Strength damage immediately and another 1d6 points of temporary Strength damage 1 minute later.<br \/>Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster&#39;s Intelligence or Charisma modifier, for wizards and sorcerers, respectively).<br \/>Material Component: A poisonous spider, alive or dead.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level (see text)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You create a lingering decay in the spirit and body of the target.\nIf the target fails its saving throw, it takes 1 point of temporary Constitution damage each round while the spell lasts (maximum 5 points of Constitution).\nIf it makes its save, it does not lose any Constitution but takes 1d2 points of damage each round while the spell lasts (maximum 5d2).\nThe damage remains after the spell ends.\nMaterial Component: A piece of fire-blackened ivory or bone carved in the shape of a segmented worm.","short_description":"You create a lingering decay in the spirit and body of the target.","material_components":"0","name":"Spirit Worm","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Spirit Worm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a lingering decay in the spirit and body of the target.<br \/>If the target fails its saving throw, it takes 1 point of temporary Constitution damage each round while the spell lasts (maximum 5 points of Constitution).<br \/>If it makes its save, it does not lose any Constitution but takes 1d2 points of damage each round while the spell lasts (maximum 5d2).<br \/>The damage remains after the spell ends.<br \/>Material Component: A piece of fire-blackened ivory or bone carved in the shape of a segmented worm.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One undead","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You empower the subject undead with the authority of command over other undead in your control.\nThe targeted undead must have an Intelligence of 5 or higher.\nOther undead under your control obey the subject undead as if it were you.\nYou may give orders to the undead normally, superseding the orders of the subject of this spell.","short_description":"You empower the subject undead with the authority of command over other undead in your control.","material_components":"0","name":"Undead Lieutenant","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Undead Lieutenant<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You empower the subject undead with the authority of command over other undead in your control.<br \/>The targeted undead must have an Intelligence of 5 or higher.<br \/>Other undead under your control obey the subject undead as if it were you.<br \/>You may give orders to the undead normally, superseding the orders of the subject of this spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corporeal undead","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cause a corporeal undead to give off cold blue energy that disrupts the life force of living creatures but has no effect on objects or undead.\nThe target creature does an additional 2d4 points of damage with its melee attacks.\nIf an attacked creature has spell resistance, the resistance is checked the first time the creature attacks it.\nIf it succeeds, the creature is unaffected by that casting of the undead torch.\nIf the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the duration ends, and creatures that come in contact with the remains take damage.\nIf the undead creature assumes an incorporeal state (such as a vampire assuming gaseous form), the spell disperses harmlessly.\nMaterial Component: A living or dead firefly or glowworm.","short_description":"You cause a corporeal undead to give off cold blue energy that disrupts the life force of living crea...","material_components":"0","name":"Undead Torch","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Undead Torch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause a corporeal undead to give off cold blue energy that disrupts the life force of living creatures but has no effect on objects or undead.<br \/>The target creature does an additional 2d4 points of damage with its melee attacks.<br \/>If an attacked creature has spell resistance, the resistance is checked the first time the creature attacks it.<br \/>If it succeeds, the creature is unaffected by that casting of the undead torch.<br \/>If the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the duration ends, and creatures that come in contact with the remains take damage.<br \/>If the undead creature assumes an incorporeal state (such as a vampire assuming gaseous form), the spell disperses harmlessly.<br \/>Material Component: A living or dead firefly or glowworm.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"None (see text)","spell_resistance":"No","description":"You tear off a piece of a creature's life force, corrupt it with negative energy and the power of undeath, then bind it to its body to allow a blasphemous transformation should the creature later die.\nThe subject of this spell loses 2 points of Constitution.\nWhen the subject dies, the corrupted life force begins a slow change in its body, causing it to animate as a crypt spawn at the next sunset (see the crypt spawn template in Chapter 7).\nIf its remains are destroyed, the undeath after death spell cannot bring it back as an undead.\nIf the spell is dispelled before the subject dies, it does not regain its 2 lost Constitution points.\nMaterial Components: A piece of obsidian shaped like a heart, which is placed on the subject's chest, and a black onyx gem worth at least 50 gp per HD of the subject creature at the time the spell is cast, which is placed in the subject's mouth.","short_description":"You tear off a piece of a creature's life force, corrupt it with negative energy and the power of und...","material_components":"0","name":"Undeath After Death","level":"Cleric 7","full_text":"<div><p><h5>Undeath After Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You tear off a piece of a creature&#39;s life force, corrupt it with negative energy and the power of undeath, then bind it to its body to allow a blasphemous transformation should the creature later die.<br \/>The subject of this spell loses 2 points of Constitution.<br \/>When the subject dies, the corrupted life force begins a slow change in its body, causing it to animate as a crypt spawn at the next sunset (see the crypt spawn template in Chapter 7).<br \/>If its remains are destroyed, the undeath after death spell cannot bring it back as an undead.<br \/>If the spell is dispelled before the subject dies, it does not regain its 2 lost Constitution points.<br \/>Material Components: A piece of obsidian shaped like a heart, which is placed on the subject&#39;s chest, and a black onyx gem worth at least 50 gp per HD of the subject creature at the time the spell is cast, which is placed in the subject&#39;s mouth.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Several undead creatures within a 50-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.\nThe spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).\nCreatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.\nMaterial Component: The powder of a crushed diamond worth at least 500 gp.","short_description":"Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.","material_components":"0","name":"Undeath to Death","level":"Sorcerer 6 \/ Wizard 6 \/ Cleric 6","full_text":"<div><p><h5>Undeath to Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.<br \/>The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4).<br \/>Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.<br \/>Material Component: The powder of a crushed diamond worth at least 500 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"1 full round (see text)","range":"See text","target":"","effect":"One spell or spell-like ability","area":"","duration":"See text","saving_throw":"See text","spell_resistance":"See text","description":"You duplicate the effect of any one spell or spell-like ability you have seen.\nThis spell can only duplicate spells and spell-like abilities of 8th level or lower.\nThis duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from.\nA duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself.\nIf the casting time of the spell is greater than 1 full round, add 1 full round to the casting time of Alamanther's return.\nIf the spell or ability has an XP cost, you must pay that XP cost in addition to the XP cost of this spell.\nIf the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gp value of that component divided by 5.\nAlamanther of Aglarond, a former consort of the Simbul, created this spell.\nHe was eventually destroyed in one of his frequent battles against the Red Wizards of Thay.\nMaterial Component: A silver mirror worth 50 gp.\nXP Cost: 1,000 XP or more.","short_description":"You duplicate the effect of any one spell or spell-like ability you have seen.","material_components":"0","name":"Alamanther's Return","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Alamanther's Return<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One spell or spell-like ability<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>You duplicate the effect of any one spell or spell-like ability you have seen.<br \/>This spell can only duplicate spells and spell-like abilities of 8th level or lower.<br \/>This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from.<br \/>A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself.<br \/>If the casting time of the spell is greater than 1 full round, add 1 full round to the casting time of Alamanther&#39;s return.<br \/>If the spell or ability has an XP cost, you must pay that XP cost in addition to the XP cost of this spell.<br \/>If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gp value of that component divided by 5.<br \/>Alamanther of Aglarond, a former consort of the Simbul, created this spell.<br \/>He was eventually destroyed in one of his frequent battles against the Red Wizards of Thay.<br \/>Material Component: A silver mirror worth 50 gp.<br \/>XP Cost: 1,000 XP or more.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Object or objects with writing","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell only copies nonmagical text, not illustrations or magical writings (such as spell scrolls or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the  normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. \n\nThe spell triggers (but does not copy) writing-based magic traps in the material being copied. \n\nBlank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you may redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.\n\nIf this spell is used to copy a spell from a spellbook, you must provide the necessary costly materials as if you were copying it by hand (see Arcane Magical Writings, page 155 of the Player's Handbook). \n\nThe spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.\n \nMaterial Component: Materials necessary for copying spells from a spellbook (if appropriate).","short_description":"You cause writing from one source (such as a book) to be copied into a book, paper, or parchment.","material_components":"0","name":"Amanuensis","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Amanuensis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell only copies nonmagical text, not illustrations or magical writings (such as spell scrolls or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the  normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. <\/p>\n\n\t<p>The spell triggers (but does not copy) writing-based magic traps in the material being copied. <\/p>\n\n\t<p>Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell&#39;s duration you may redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.<\/p>\n\n\t<p>If this spell is used to copy a spell from a spellbook, you must provide the necessary costly materials as if you were copying it by hand (see Arcane Magical Writings, page 155 of the Player&#39;s Handbook). <\/p>\n\n\t<p>The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.<\/p>\n\n\t<p>Material Component: Materials necessary for copying spells from a spellbook (if appropriate).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 minute\/level","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"15-ft.-radius emanation centered on a creature, object, or point in space","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes or No (object)","description":"You cause an amplification of all sounds within the spell's area.\nThis decreases the DC to hear those sounds by 20.\nThose creatures within the spell's area do not notice the increased amplification.\nThus, anyone whose voice is amplified remains unaware of the increase in volume.","short_description":"You cause an amplification of all sounds within the spell's area.","material_components":"0","name":"Amplify","level":"Bard 1","full_text":"<div><p><h5>Amplify<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or No (object)<br\/><\/td><\/tr><\/table><p>\t<p>You cause an amplification of all sounds within the spell&#39;s area.<br \/>This decreases the DC to hear those sounds by 20.<br \/>Those creatures within the spell&#39;s area do not notice the increased amplification.<br \/>Thus, anyone whose voice is amplified remains unaware of the increase in volume.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (see text)","saving_throw":"","spell_resistance":"","description":"You channel divine power into yourself, enhancing your physical presence and augmenting your magical abilities.\nFor the duration of the spell, you gain a +2 sacred bonus on all Bluff, Diplomacy, Handle Animal, Intimidate, and Charisma checks to alter an NPC's attitude or turn undead.\nYour aura of glory provides an additional +2 sacred bonus on allied saves against fear.\nWhen the spell is cast, a number of allies equal to your paladin level are healed 1 hit point as if by a cure minor wounds spell.\nThese allies must be within 10 feet of you at the time.\nYour mount counts as an ally.","short_description":"You channel divine power into yourself, enhancing your physical presence and augmenting your magical ...","material_components":"0","name":"Aura of Glory","level":"Paladin 2","full_text":"<div><p><h5>Aura of Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You channel divine power into yourself, enhancing your physical presence and augmenting your magical abilities.<br \/>For the duration of the spell, you gain a +2 sacred bonus on all Bluff, Diplomacy, Handle Animal, Intimidate, and Charisma checks to alter an NPC&#39;s attitude or turn undead.<br \/>Your aura of glory provides an additional +2 sacred bonus on allied saves against fear.<br \/>When the spell is cast, a number of allies equal to your paladin level are healed 1 hit point as if by a cure minor wounds spell.<br \/>These allies must be within 10 feet of you at the time.<br \/>Your mount counts as an ally.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature per 3 levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores.","short_description":"All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores.","material_components":"0","name":"Aura of Vitality","level":"Druid 7","full_text":"<div><p><h5>Aura of Vitality<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You alter one of your prepared spells so that you can cast it multiple times before it is expended.\nThe prepared spell must be of 3rd level or lower, and once the exalted triad is cast, you may cast the altered spell two additional times (a total of three times) before it is expended.\nThe altered spell functions normally and requires components or XP for each use as if you were casting three separate spells.\nIf you later choose to prepare a different spell in that spell slot, any extra castings provided by the exalted triad are lost.\nYou cannot cast exalted triad more than once upon a prepared spell.\nThis spell was created by the clerics of Azuth.","short_description":"You alter one of your prepared spells so that you can cast it multiple times before it is expended.","material_components":"0","name":"Azuth's Exalted Triad","level":"Cleric 6","full_text":"<div><p><h5>Azuth's Exalted Triad<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You alter one of your prepared spells so that you can cast it multiple times before it is expended.<br \/>The prepared spell must be of 3rd level or lower, and once the exalted triad is cast, you may cast the altered spell two additional times (a total of three times) before it is expended.<br \/>The altered spell functions normally and requires components or XP for each use as if you were casting three separate spells.<br \/>If you later choose to prepare a different spell in that spell slot, any extra castings provided by the exalted triad are lost.<br \/>You cannot cast exalted triad more than once upon a prepared spell.<br \/>This spell was created by the clerics of Azuth.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent or until discharged","saving_throw":"Will negates","spell_resistance":"Yes","description":"You bestow upon the target an unusual curse: The first spell the target casts that meets the triggering conditions rebounds on the cursed creature exactly as if affected by spell turning.\nThe backlash is triggered by three situations:\n* The target casts an attack spell on another creature, which makes its saving throw.\n* The target casts an attack spell upon a creature that is immune to that spell.\n* The target casts an attack spell that is interrupted or ruined (including a failed attempt to cast defensively).\nIn all three cases, the triggering spell must be a spell that could be affected by spell turning.\nIf the backlash is triggered, the curse immediately takes its full effect upon the target of the backlash.\nThe target does not get a saving throw against the spell, nor does spell turning apply, but does get spell resistance.\nOnce triggered, the backlash spell ends.\nA creature can be under the effects of multiple backlash spells at once, but only one can be triggered at a time.\nThe backlash has no effect on magic items or spell-like or supernatural abilities used by the target.\nA backlash can be removed by any spell that negates a bestow curse spell.\nFor purposes of this spell, an attack spell includes any spell targeting a foe or whose area or effect includes a foe.\n(Exactly who is a foe depends on the caster's perceptions).\nA spell directed at an unattended object does not constitute an attack spell.","short_description":"You bestow upon the target an unusual curse: The first spell the target casts that meets the triggeri...","material_components":"0","name":"Backlash","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Backlash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bestow upon the target an unusual curse: The first spell the target casts that meets the triggering conditions rebounds on the cursed creature exactly as if affected by spell turning.<br \/>The backlash is triggered by three situations:\n\t<ul>\n\t\t<li>The target casts an attack spell on another creature, which makes its saving throw.<\/li>\n\t\t<li>The target casts an attack spell upon a creature that is immune to that spell.<\/li>\n\t\t<li>The target casts an attack spell that is interrupted or ruined (including a failed attempt to cast defensively).<\/li>\n\t<\/ul><br \/>In all three cases, the triggering spell must be a spell that could be affected by spell turning.<br \/>If the backlash is triggered, the curse immediately takes its full effect upon the target of the backlash.<br \/>The target does not get a saving throw against the spell, nor does spell turning apply, but does get spell resistance.<br \/>Once triggered, the backlash spell ends.<br \/>A creature can be under the effects of multiple backlash spells at once, but only one can be triggered at a time.<br \/>The backlash has no effect on magic items or spell-like or supernatural abilities used by the target.<br \/>A backlash can be removed by any spell that negates a bestow curse spell.<br \/>For purposes of this spell, an &quot;attack spell&quot; includes any spell targeting a foe or whose area or effect includes a foe.<br \/>(Exactly who is a foe depends on the caster&#39;s perceptions).<br \/>A spell directed at an unattended object does not constitute an attack spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"Yes","description":"You create a deep, resonant vibration that can shake creatures off their feet as if they were being tripped.\nMake a single Strength check as if your Strength were 20.\nCreatures in the area make individual opposed Dexterity or Strength checks against your roll.\nThose who fail are tripped and fall prone.\nThose who succeed are unaffected, but cannot make a trip attack against you in response to this spell.\nUnlike a regular trip attack, you may trip any creature touching the ground, regardless of size.\nYou cannot use the Improved Trip feat to immediately make a melee attack against a creature you have tripped with this spell.","short_description":"You create a deep, resonant vibration that can shake creatures off their feet as if they were being t...","material_components":"0","name":"Balagarn's Iron Horn","level":"Bard 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Balagarn's Iron Horn<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a deep, resonant vibration that can shake creatures off their feet as if they were being tripped.<br \/>Make a single Strength check as if your Strength were 20.<br \/>Creatures in the area make individual opposed Dexterity or Strength checks against your roll.<br \/>Those who fail are tripped and fall prone.<br \/>Those who succeed are unaffected, but cannot make a trip attack against you in response to this spell.<br \/>Unlike a regular trip attack, you may trip any creature touching the ground, regardless of size.<br \/>You cannot use the Improved Trip feat to immediately make a melee attack against a creature you have tripped with this spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You and up to one creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"No and Will negates","spell_resistance":"Yes","description":"You steal energy from others.\nTargets other than you suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls.\nAs long as at least one enemy is affected by the spell, you get one extra partial action each round.\nIf all the affected enemies free themselves from the spell (by death, entering an antimagic field, receiving a successful dispel magic, and so on), the spell ends.","short_description":"You steal energy from others.","material_components":"0","name":"Battletide","level":"Cleric 5","full_text":"<div><p><h5>Battletide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No and Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You steal energy from others.<br \/>Targets other than you suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls.<br \/>As long as at least one enemy is affected by the spell, you get one extra partial action each round.<br \/>If all the affected enemies free themselves from the spell (by death, entering an antimagic field, receiving a successful dispel magic, and so on), the spell ends.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Staff or quarterstaff touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes","description":"Created by the renowned archmage Khelben Arunsun and shared only with those whom he trusts implicitly, blackstaff has three principal effects:\nFirst, the spell gives the affected staff or quarterstaff a +4 enhancement bonus on attack and damage rolls.\nSecond, any creature or object struck by a successful melee attack or melee touch attack with the blackstaff is subject to a dispel magic effect.\nThis effect works exactly like a targeted dispel magic cast by the creator of the blackstaff.\nThird, any spellcaster struck by a successful melee or melee touch attack with the blackstaff loses one prepared spell (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available.\nA successful Will save negates the spell loss, but not any damage or dispel effects caused by a strike of the blackstaff.\nBlackstaff may be cast upon any nonmagical quarterstaff or on a magic staff in the caster's possession.\nIf cast on a magic staff, the wielder of the staff must decide as a free action on his turn each round whether he will use the staff's normal abilities or the effects of the blackstaff spell.\nNothing prevents the caster from giving a staff or quarterstaff under the effect of blackstaff to another character to wield after casting the spell.\nFocus: A nonmagical quarterstaff or a magic staff.","short_description":"Created by the renowned archmage Khelben Arunsun and shared only with those whom he trusts implicitly...","material_components":"0","name":"Blackstaff","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Blackstaff<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Created by the renowned archmage Khelben Arunsun and shared only with those whom he trusts implicitly, blackstaff has three principal effects:<br \/>First, the spell gives the affected staff or quarterstaff a +4 enhancement bonus on attack and damage rolls.<br \/>Second, any creature or object struck by a successful melee attack or melee touch attack with the blackstaff is subject to a dispel magic effect.<br \/>This effect works exactly like a targeted dispel magic cast by the creator of the blackstaff.<br \/>Third, any spellcaster struck by a successful melee or melee touch attack with the blackstaff loses one prepared spell (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available.<br \/>A successful Will save negates the spell loss, but not any damage or dispel effects caused by a strike of the blackstaff.<br \/>Blackstaff may be cast upon any nonmagical quarterstaff or on a magic staff in the caster&#39;s possession.<br \/>If cast on a magic staff, the wielder of the staff must decide as a free action on his turn each round whether he will use the staff&#39;s normal abilities or the effects of the blackstaff spell.<br \/>Nothing prevents the caster from giving a staff or quarterstaff under the effect of blackstaff to another character to wield after casting the spell.<br \/>Focus: A nonmagical quarterstaff or a magic staff.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One slashing weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"None (object)","spell_resistance":"Yes (object)","description":"You grant a slashing weapon a +3 enhancement bonus.\nThe weapon takes on a blue, fiery glow, shedding illumination as if it were a torch.","short_description":"You grant a slashing weapon a +3 enhancement bonus.","material_components":"0","name":"Blade Thirst","level":"Ranger 3","full_text":"<div><p><h5>Blade Thirst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You grant a slashing weapon a +3 enhancement bonus.<br \/>The weapon takes on a blue, fiery glow, shedding illumination as if it were a torch.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One missile of spit","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"Using a ranged touch attack (with a -4 penalty), you spit caustic saliva into your target's eyes.\nThe spittle blinds your target until he can wash his eyes with water or other rinsing fluid.\nThis spell has no effect on creatures without eyes or that don't depend on eyes for vision.","short_description":"Using a ranged touch attack (with a -4 penalty), you spit caustic saliva into your target's eyes.","material_components":"0","name":"Blinding Spittle","level":"Druid 1","full_text":"<div><p><h5>Blinding Spittle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One missile of spit<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Using a ranged touch attack (with a -4 penalty), you spit caustic saliva into your target&#39;s eyes.<br \/>The spittle blinds your target until he can wash his eyes with water or other rinsing fluid.<br \/>This spell has no effect on creatures without eyes or that don&#39;t depend on eyes for vision.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell grants the Blindsight feat.\nThe target creature gains sensitivity to vibrations, so that it maneuvers and fights as well as a sighted creature.\nThe target creature's senses extend to a 30-foot radius, and the creature need not make Spot or Listen checks to notice creatures within this range.\nInvisibility and darkness are irrelevant, though the creature can't discern ethereal beings.\n(For details, see Blindsight, page 73 of the DUNGEON MASTER's Guide).","short_description":"This spell grants the Blindsight feat.","material_components":"0","name":"Blindsight","level":"Cleric 4 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Blindsight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants the Blindsight feat.<br \/>The target creature gains sensitivity to vibrations, so that it maneuvers and fights as well as a sighted creature.<br \/>The target creature&#39;s senses extend to a 30-foot radius, and the creature need not make Spot or Listen checks to notice creatures within this range.<br \/>Invisibility and darkness are irrelevant, though the creature can&#39;t discern ethereal beings.<br \/>(For details, see Blindsight, page 73 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You enter a rage similar to, but less effective than, that of a barbarian.\nYour rage gives you a +2 bonus to Strength and Constitution and a +1 morale bonus on Will saves.\nYou suffer a -1 penalty to AC.\nThe additional Constitution increases your hit points by 1 point\/level, but these hit points go away when the spell ends.\nOtherwise, the effect is identical with barbarian rage (see page 25 of the Player's Handbook).\nYou cannot use skills that require concentration or patience, and once the spell ends, you're fatigued for the duration of that encounter.","short_description":"You enter a rage similar to, but less effective than, that of a barbarian.","material_components":"0","name":"Blood Frenzy","level":"Druid 2","full_text":"<div><p><h5>Blood Frenzy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You enter a rage similar to, but less effective than, that of a barbarian.<br \/>Your rage gives you a +2 bonus to Strength and Constitution and a +1 morale bonus on Will saves.<br \/>You suffer a -1 penalty to AC.<br \/>The additional Constitution increases your hit points by 1 point\/level, but these hit points go away when the spell ends.<br \/>Otherwise, the effect is identical with barbarian rage (see page 25 of the Player&#39;s Handbook).<br \/>You cannot use skills that require concentration or patience, and once the spell ends, you&#39;re fatigued for the duration of that encounter.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"You sprout daggerlike spikes from all surfaces of your body and clothing.\nThe spikes appear metallic but are not actually metal, and never harm you or interfere with your movement or actions.\nThey allow you to deal 1d6 points of piercing damage (crit x2) with a successful grapple attack.\nThe spikes count as a martial weapon, and the spell grants proficiency with them.\nYou can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case.\nYou inflict lethal damage when grappling.\nIf a creature grapples you, the spikes deal 2 points of damage to your attacker.\nYou get a +4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.","short_description":"You sprout daggerlike spikes from all surfaces of your body and clothing.","material_components":"0","name":"Body Blades","level":"Cleric 2","full_text":"<div><p><h5>Body Blades<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You sprout daggerlike spikes from all surfaces of your body and clothing.<br \/>The spikes appear metallic but are not actually metal, and never harm you or interfere with your movement or actions.<br \/>They allow you to deal 1d6 points of piercing damage (crit x2) with a successful grapple attack.<br \/>The spikes count as a martial weapon, and the spell grants proficiency with them.<br \/>You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case.<br \/>You inflict lethal damage when grappling.<br \/>If a creature grapples you, the spikes deal 2 points of damage to your attacker.<br \/>You get a +4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"You gain a +10 competence bonus on Climb checks made in trees.\nYou can brachiate (swing via branches and vines) at your normal speed.","short_description":"You gain a +10 competence bonus on Climb checks made in trees.","material_components":"0","name":"Branch to Branch","level":"Ranger 1","full_text":"<div><p><h5>Branch to Branch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain a +10 competence bonus on Climb checks made in trees.<br \/>You can brachiate (swing via branches and vines) at your normal speed.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One person per 2 levels, all of whom must be within 30 ft. of each other","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.\nAll persons affected by this aura give off light as a torch (20-foot radius).\nTheir weapon attacks (melee or ranged) function as if their weapons were brilliant energy weapons: They ignore nonliving matter and armor, and enhancement AC bonuses do not count against them.\nThe attacks cannot harm undead, constructs, or objects.\nIn addition, all attacks gain an enhancement bonus on damage equal to one-half the caster's level (maximum +10).","short_description":"You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.","material_components":"0","name":"Brilliant Aura","level":"Druid 7","full_text":"<div><p><h5>Brilliant Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.<br \/>All persons affected by this aura give off light as a torch (20-foot radius).<br \/>Their weapon attacks (melee or ranged) function as if their weapons were brilliant energy weapons: They ignore nonliving matter and armor, and enhancement AC bonuses do not count against them.<br \/>The attacks cannot harm undead, constructs, or objects.<br \/>In addition, all attacks gain an enhancement bonus on damage equal to one-half the caster&#39;s level (maximum +10).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You change your coloring to match the environment surrounding you.\nThe spell grants you a +10 competence bonus on your Hide checks.","short_description":"You change your coloring to match the environment surrounding you.","material_components":"0","name":"Camouflage","level":"Druid 1 \/ Harper Scout 1 \/ Ranger 1","full_text":"<div><p><h5>Camouflage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Harper Scout 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>You change your coloring to match the environment surrounding you.<br \/>The spell grants you a +10 competence bonus on your Hide checks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Personal","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"Anyone meeting your gaze is permanently turned into a mindless, inert statue (as flesh to stone).\nYou may free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.\nNote: Each round, a gaze attack automatically works against one creature within range that is looking at (attacking or interacting with) the gazing creature.\nCreatures can avert their eyes, which grants them a 50% chance to avoid the gaze but in turn grants the gazer one-half concealment (20% miss chance) relative to them.\nCreatures can close their eyes or turn away entirely; doing so prevents the gaze from affecting them but grants the gazer total concealment (50% miss chance) relative to them.","short_description":"Anyone meeting your gaze is permanently turned into a mindless, inert statue (as flesh to stone).","material_components":"0","name":"Cast In Stone","level":"Druid 9","full_text":"<div><p><h5>Cast In Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Anyone meeting your gaze is permanently turned into a mindless, inert statue (as flesh to stone).<br \/>You may free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.<br \/>Note: Each round, a gaze attack automatically works against one creature within range that is looking at (attacking or interacting with) the gazing creature.<br \/>Creatures can avert their eyes, which grants them a 50% chance to avoid the gaze but in turn grants the gazer one-half concealment (20% miss chance) relative to them.<br \/>Creatures can close their eyes or turn away entirely; doing so prevents the gaze from affecting them but grants the gazer total concealment (50% miss chance) relative to them.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Your fingers sprout claws.\nYour hands become weapons that do 1d6 points of damage.\nIf your normal unarmed damage is greater than 1d6, the damage does not change.\nYou are considered armed while this spell is in effect.","short_description":"Your fingers sprout claws.","material_components":"0","name":"Claws of the Beast","level":"Druid 1 \/ Ranger 2","full_text":"<div><p><h5>Claws of the Beast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your fingers sprout claws.<br \/>Your hands become weapons that do 1d6 points of damage.<br \/>If your normal unarmed damage is greater than 1d6, the damage does not change.<br \/>You are considered armed while this spell is in effect.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One structure or construct","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial (object)","spell_resistance":"Yes (object)","description":"You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself.\nThis inflicts 1d6 points of damage per caster level to the object (hardness does not apply), to a maximum of 15d6.\nThis spell does not affect living creatures.\nIt does, however, affect constructs.\nThe maximum size of the object affected depends on your level.\nIf you cast this spell on an object of greater size than you can affect, the spell fails.","short_description":"You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden bu...","material_components":"0","name":"Crumble","level":"Druid 6","full_text":"<div><p><h5>Crumble<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself.<br \/>This inflicts 1d6 points of damage per caster level to the object (hardness does not apply), to a maximum of 15d6.<br \/>This spell does not affect living creatures.<br \/>It does, however, affect constructs.<br \/>The maximum size of the object affected depends on your level.<br \/>If you cast this spell on an object of greater size than you can affect, the spell fails.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You place a temporary curse upon the target, giving her a -\n3 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks.\nCurse of ill fortune is removed by any spell that removes a bestow curse spell.","short_description":"You place a temporary curse upon the target, giving her a -\n3 enhancement penalty on attack rolls, sa...","material_components":"0","name":"Curseof Ill Fortune","level":"Cleric 2","full_text":"<div><p><h5>Curseof Ill Fortune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You place a temporary curse upon the target, giving her a &#8211; 3 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks.<br \/>Curse of ill fortune is removed by any spell that removes a bestow curse spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Flask of water touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You transform the water in a flask so that it is capable of storing a spell in the manner of a potion.\nOn your next turn, you or another spellcaster can cast a\nspell into the water, transforming the water into a potion of the appropriate type.\nOnly spells suitable for making potions can be used this way.\nThe person casting the spell to be stored must spend XP as if a potion were being created with the Brew Potion feat.","short_description":"You transform the water in a flask so that it is capable of storing a spell in the manner of a potion...","material_components":"0","name":"Darsson's Potion","level":"Sorcerer 4 \/ Wizard 4 \/ Knight of the Weave 3","full_text":"<div><p><h5>Darsson's Potion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Knight of the Weave 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You transform the water in a flask so that it is capable of storing a spell in the manner of a potion.<br \/>On your next turn, you or another spellcaster can cast a<br \/>spell into the water, transforming the water into a potion of the appropriate type.<br \/>Only spells suitable for making potions can be used this way.<br \/>The person casting the spell to be stored must spend XP as if a potion were being created with the Brew Potion feat.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature.\nThe item can create this noise once per round.\nThe clang has the effect of a thunderstone (see page 114 of the Player's Handbook) except that the caster and the weapon user are unaffected by the sound and the deafness lasts 1 minute.\nIf an attack with the weapon misses the target but was enough to make a touch attack, the weapon strikes the creature with sufficient force to activate the deafening clang.","short_description":"You empower the touched weapon with magic that causes it to emit a loud clang when it is struck again...","material_components":"0","name":"Deafening Clang","level":"Paladin 1","full_text":"<div><p><h5>Deafening Clang<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature.<br \/>The item can create this noise once per round.<br \/>The clang has the effect of a thunderstone (see page 114 of the Player&#39;s Handbook) except that the caster and the weapon user are unaffected by the sound and the deafness lasts 1 minute.<br \/>If an attack with the weapon misses the target but was enough to make a touch attack, the weapon strikes the creature with sufficient force to activate the deafening clang.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"60 ft.","target":"One creature or 4 cubic ft. of material","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You transform the target into glass.\nYou can cast either of these two versions: Glass Creature: As flesh to stone, but the target becomes glass.\nGlass Object: An object of up to 4 cubic feet in volume is affected.\nPart of a larger object (such as a floor or wall) can be transformed by this spell.\nNeither version of the spell affects magic items (magic items carried by a transformed creature remain intact).\nWhen the duration ends, the target returns to its original materials.\nIf the target was broken or damaged while in glass form, its normal form has similar damage.\nFocus: A piece of glass from a mirror.","short_description":"You transform the target into glass.","material_components":"0","name":"Dhulark's Glasstrike","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Dhulark's Glasstrike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You transform the target into glass.<br \/>You can cast either of these two versions: Glass Creature: As flesh to stone, but the target becomes glass.<br \/>Glass Object: An object of up to 4 cubic feet in volume is affected.<br \/>Part of a larger object (such as a floor or wall) can be transformed by this spell.<br \/>Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact).<br \/>When the duration ends, the target returns to its original materials.<br \/>If the target was broken or damaged while in glass form, its normal form has similar damage.<br \/>Focus: A piece of glass from a mirror.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You distort a creature's vocalizations.\nThe voice of the affected target becomes warped and incomprehensible.\nThe subject loses the ability to cast spells with verbal components for the duration of the spell.","short_description":"You distort a creature's vocalizations.","material_components":"0","name":"Distort Speech","level":"Bard 1","full_text":"<div><p><h5>Distort Speech<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You distort a creature&#39;s vocalizations.<br \/>The voice of the affected target becomes warped and incomprehensible.<br \/>The subject loses the ability to cast spells with verbal components for the duration of the spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One stone structure or rock formation, up to 25 cu. ft.\/level","duration":"10 minutes\/level (D)","saving_throw":"Fortitude negates (harmless, object)","spell_resistance":"Yes (object)","description":"You reinforce a rock formation or stone structure.\nThe earthfast spell doubles the structure's hit points and hardness.\nThe spell collapses if you move beyond the range of the spell.\nThis does not function on constructs.","short_description":"You reinforce a rock formation or stone structure.","material_components":"0","name":"Earthfast","level":"Druid 2","full_text":"<div><p><h5>Earthfast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You reinforce a rock formation or stone structure.<br \/>The earthfast spell doubles the structure&#39;s hit points and hardness.<br \/>The spell collapses if you move beyond the range of the spell.<br \/>This does not function on constructs.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Vertical path 10 ft. wide and 20 ft. tall\/level","duration":"10 minutes\/level (D)","saving_throw":"None (object)","spell_resistance":"Yes (object)","description":"You create a path of handholds and footholds up the surface of a cliff-face, tree trunk, wall, or other vertical obstacle.\nThis changes the surface to the equivalent of a very rough wall (DC 10 to climb).","short_description":"You create a path of handholds and footholds up the surface of a cliff-face, tree trunk, wall, or oth...","material_components":"0","name":"Easy Climb","level":"Ranger 3","full_text":"<div><p><h5>Easy Climb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create a path of handholds and footholds up the surface of a cliff-face, tree trunk, wall, or other vertical obstacle.<br \/>This changes the surface to the equivalent of a very rough wall (DC 10 to climb).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"4 rounds","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"40-ft.-radius spread","duration":"Permanent","saving_throw":"None","spell_resistance":"Yes","description":"You create a lingering zone of transformative magic that absorbs magic energy from magic items or spellcasting in order to power another spell tied to that location.\nFor example, you could have an energy transformation field tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic.\nThe field absorbs the magic of spells cast, spell-like or supernatural abilities activated, and magic items used within its dimensions.\nEach source of magic provides spell levels of energy to the field equal to the spell level of the effect used.\nSupernatural abilities that emulate spells provide energy equal to the spell level of the effect.\nSupernatural abilities that do not emulate spells provide energy equal to the HD of the creature using the ability.\nFor example, a cast fireball spell or a charge from a wand of fireballs would add three spell levels to the field's store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine.\nEffects that don't have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide 2 spell levels every time it was activated because of\nits levitate prerequisite).\nEffects that are absorbed give no indication as to where the magic went; they simply vanish.\nThe field only absorbs magic actually used within its area.\nOngoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace, are often visibly reduced, but do not have their actual effects hindered.\nFor example, a continual flame would dim slightly, but its overall magic would not be affected.\nAn energy transformation field has a single spell linked to it.\nWhen the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field as designated by you at the time of the casting of the field.\nThis expends those absorbed spell levels (although unused levels remain until they are used or expire).\nThe cast spell functions as if cast by you in terms of duration and all level-based spell effects.\nAbsorbed spell levels fade at a rate of one per day if not used.\nThe field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired.\nIf a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field's concentration is only interrupted by its complete destruction).\nSpells that require a target will target the living creature nearest to the energy transformation field.\nTypical spells linked to an energy transformation field are blindness\/deafness, fireball, suggestion, summon monster, and wall of force.\nSpells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can be if the focus object is present within the field (typically sealed into a wall or in a secret compartment).\nHalaster of Undermountain reputedly links false vision spells to thwart those who would spy on his master dungeon.\nOnly Mordenkainen's disjunction, limited wish, wish, or similar spells can destroy the energy transformation field.\nSpells of lower level such as dispel magic and greater dispelling are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell.\nIf two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area.\nMaterial Component: Three drops of your blood, an eye from any humanoid, and 5,000 gp worth of powdered diamond.\nXP Cost: 250 XP.","short_description":"You create a lingering zone of transformative magic that absorbs magic energy from magic items or spe...","material_components":"0","name":"Energy Transformation Field","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Energy Transformation Field<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>4 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a lingering zone of transformative magic that absorbs magic energy from magic items or spellcasting in order to power another spell tied to that location.<br \/>For example, you could have an energy transformation field tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic.<br \/>The field absorbs the magic of spells cast, spell-like or supernatural abilities activated, and magic items used within its dimensions.<br \/>Each source of magic provides spell levels of energy to the field equal to the spell level of the effect used.<br \/>Supernatural abilities that emulate spells provide energy equal to the spell level of the effect.<br \/>Supernatural abilities that do not emulate spells provide energy equal to the HD of the creature using the ability.<br \/>For example, a cast fireball spell or a charge from a wand of fireballs would add three spell levels to the field&#39;s store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine.<br \/>Effects that don&#39;t have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide 2 spell levels every time it was activated because of<br \/>its levitate prerequisite).<br \/>Effects that are absorbed give no indication as to where the magic went; they simply vanish.<br \/>The field only absorbs magic actually used within its area.<br \/>Ongoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace, are often visibly reduced, but do not have their actual effects hindered.<br \/>For example, a continual flame would dim slightly, but its overall magic would not be affected.<br \/>An energy transformation field has a single spell linked to it.<br \/>When the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field as designated by you at the time of the casting of the field.<br \/>This expends those absorbed spell levels (although unused levels remain until they are used or expire).<br \/>The cast spell functions as if cast by you in terms of duration and all level-based spell effects.<br \/>Absorbed spell levels fade at a rate of one per day if not used.<br \/>The field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired.<br \/>If a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field&#39;s concentration is only interrupted by its complete destruction).<br \/>Spells that require a target will target the living creature nearest to the energy transformation field.<br \/>Typical spells linked to an energy transformation field are blindness\/deafness, fireball, suggestion, summon monster, and wall of force.<br \/>Spells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can be if the focus object is present within the field (typically sealed into a wall or in a secret compartment).<br \/>Halaster of Undermountain reputedly links false vision spells to thwart those who would spy on his master dungeon.<br \/>Only Mordenkainen&#39;s disjunction, limited wish, wish, or similar spells can destroy the energy transformation field.<br \/>Spells of lower level such as dispel magic and greater dispelling are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell.<br \/>If two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area.<br \/>Material Component: Three drops of your blood, an eye from any humanoid, and 5,000 gp worth of powdered diamond.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"As polymorph self (see polymorph self, page 239 of the Player's Handbook), except as noted above and as follows.\nYou may take the form of any fiendish creature, demon, or devil that can be summoned by summon monster I-VI.\nYou cannot assume multiple forms with each use of the spell, but you gain all the creature's extraordinary, spell-like, and supernatural abilities.\nYour type changes to outsider, and spells and effects that harm or ward evil outsiders affect you.\nA spell that would banish you to your home plane ends this spell and leaves you staggered for 1 round per caster level, but does not send you to another plane.\nMaterial Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.","short_description":"As polymorph self (see polymorph self, page 239 of the Player's Handbook), except as noted above and ...","material_components":"0","name":"Fiendform","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Fiendform<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>As polymorph self (see polymorph self, page 239 of the Player&#39;s Handbook), except as noted above and as follows.<br \/>You may take the form of any fiendish creature, demon, or devil that can be summoned by summon monster <span class=caps>I-VI<\/span>.<br \/>You cannot assume multiple forms with each use of the spell, but you gain all the creature&#39;s extraordinary, spell-like, and supernatural abilities.<br \/>Your type changes to outsider, and spells and effects that harm or ward evil outsiders affect you.<br \/>A spell that would banish you to your home plane ends this spell and leaves you staggered for 1 round per caster level, but does not send you to another plane.<br \/>Material Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You teleport a target to a random, safe location up to 100 feet distant and visible to you.\n\nTo randomly determine the subject's destination, roll 1d8 to determine the direction, then roll 1d10 times 10 to determine the distance from the subject's previous location.Roll direction and distance again if this new destination is outside your line of sight, within a solid object, or more than 5 feet above ground.\n\nIf your target is being held (whether an object held by a character or a character being grappled by a creature), the holding or grappling creature also receives a Will saving throw to resist.","short_description":"You teleport a target to a random, safe location up to 100 feet distant and visible to you.","material_components":"0","name":"G'elsewhere Chant","level":"Bard 3","full_text":"<div><p><h5>G'elsewhere Chant<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You teleport a target to a random, safe location up to 100 feet distant and visible to you.<\/p>\n\n\t<p>To randomly determine the subject&#39;s destination, roll 1d8 to determine the direction, then roll 1d10 times 10 to determine the distance from the subject&#39;s previous location.Roll direction and distance again if this new destination is outside your line of sight, within a solid object, or more than 5 feet above ground.<\/p>\n\n\t<p>If your target is being held (whether an object held by a character or a character being grappled by a creature), the holding or grappling creature also receives a Will saving throw to resist.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 full round","range":"Unlimited (see text)","target":"You and objects and willing creatures totaling up to 50 lb.\/level (see text)","effect":"","area":"","duration":"Until triggered","saving_throw":"None\/Will negates (harmless, object)","spell_resistance":"No\/Yes (harmless, object)","description":"This spell teleports you to the location of a specially prepared gem.\nYou initially cast gemjump upon a rogue stone (see the next chapter), which you must touch.\nAt any time after you prepare the stone you can utter a command word, and instantly teleport to the location of the gem, provided you and the stone are on the same plane.\nThe teleport is always on target (as though you are using a teleport without error spell).\nIf the area containing the gem is too small for you, you appear in the nearest sufficiently large space.\nYou can transport, in addition to yourself, objects and creatures weighing up to 50 pounds per caster level.\nThus, a 15th-level wizard could transport his person and objects or creatures weighing an additional 750 pounds.\nExceeding this limit causes the spell to fail.\nAn unwilling creature can't be teleported by gemjump.\nLikewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported.\nUnattended, nonmagical objects receive no saving throw.\nYou can only have one gemjump spell cast on a particular rogue stone at a time, but any number of other wizards can use the same stone you're using.\nFocus: A rogue stone.","short_description":"This spell teleports you to the location of a specially prepared gem.","material_components":"0","name":"Gemjump","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Gemjump<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until triggered<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None\/Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No\/Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell teleports you to the location of a specially prepared gem.<br \/>You initially cast gemjump upon a rogue stone (see the next chapter), which you must touch.<br \/>At any time after you prepare the stone you can utter a command word, and instantly teleport to the location of the gem, provided you and the stone are on the same plane.<br \/>The teleport is always on target (as though you are using a teleport without error spell).<br \/>If the area containing the gem is too small for you, you appear in the nearest sufficiently large space.<br \/>You can transport, in addition to yourself, objects and creatures weighing up to 50 pounds per caster level.<br \/>Thus, a 15th-level wizard could transport his person and objects or creatures weighing an additional 750 pounds.<br \/>Exceeding this limit causes the spell to fail.<br \/>An unwilling creature can&#39;t be teleported by gemjump.<br \/>Likewise, a creature&#39;s Will save (or spell resistance) prevents items in its possession from being teleported.<br \/>Unattended, nonmagical objects receive no saving throw.<br \/>You can only have one gemjump spell cast on a particular rogue stone at a time, but any number of other wizards can use the same stone you&#39;re using.<br \/>Focus: A rogue stone.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Metal object weighing up to 5 lb.\/level","effect":"","area":"","duration":"1 round","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You alter the physical properties of a metal object so that it runs like water.\nThe melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle.\nIf the object is a magic item, this renders it broken and nonfunctional, although a character with the appropriate item creation feat can repair it.\nMaterial Component: A drop of mercury in a vial.","short_description":"You alter the physical properties of a metal object so that it runs like water.","material_components":"0","name":"Ghorus Toth's Metal Melt","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ghorus Toth's Metal Melt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You alter the physical properties of a metal object so that it runs like water.<br \/>The melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle.<br \/>If the object is a magic item, this renders it broken and nonfunctional, although a character with the appropriate item creation feat can repair it.<br \/>Material Component: A drop of mercury in a vial.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One object or creature weighing up to 10 pounds per caster level","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates","spell_resistance":"Yes","description":"You point your finger at a target and can lift it and move it at will from a distance.\nAs a move-equivalent action, you can move the target up to 20 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.\nA creature can negate the effect against itself or against an object it possesses with a successful Will save or with spell resistance.\nThe target can be moved vertically, horizontally, or both.\nIt cannot be moved beyond your range.\nAn object can be telekinetically manipulated as if with one hand.\nFor example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation.\nYou might even be able to untie simple knots, though delicate activities such as these require Intelligence checks (DC set by the DM).","short_description":"You point your finger at a target and can lift it and move it at will from a distance.","material_components":"0","name":"Mage Hand, Greater","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Mage Hand, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You point your finger at a target and can lift it and move it at will from a distance.<br \/>As a move-equivalent action, you can move the target up to 20 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell&#39;s range.<br \/>A creature can negate the effect against itself or against an object it possesses with a successful Will save or with spell resistance.<br \/>The target can be moved vertically, horizontally, or both.<br \/>It cannot be moved beyond your range.<br \/>An object can be telekinetically manipulated as if with one hand.<br \/>For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation.<br \/>You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks (DC set by the DM).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"","effect":"One magical snakelike tentacle","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You sprout a 15-foot-long tentacle from your stomach that can attack enemies.\nThe tentacle has no eyes but ends in a pair of snapping reptilian jaws.\nThe tentacle is equivalent to a giant constrictor snake except that it is completely obedient to you and moves as you command it.\nAttacks against the tentacle cause you no discomfort and do not disrupt your spellcasting.\nIf killed, the tentacle disappears without causing harm to you.\nThe tentacle does not interfere with spellcasting in any way.\nAs a free action on your turn, you may have the tentacle attack (as a giant constrictor), and if it successfully hits, it can constrict.\nEach round the gutsnake is constricting a target, you may not move more than 5 feet away from the target, unless you are strong enough to drag it with you.\nThis is the only way in which the tentacle restricts movement.\nWhile the snake is present, you may use its Balance and Climb skill modifiers instead of your own.\nFocus: A fang from any reptile.","short_description":"You sprout a 15-foot-long tentacle from your stomach that can attack enemies.","material_components":"0","name":"Gutsnake","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Gutsnake<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One magical snakelike tentacle<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You sprout a 15-foot-long tentacle from your stomach that can attack enemies.<br \/>The tentacle has no eyes but ends in a pair of snapping reptilian jaws.<br \/>The tentacle is equivalent to a giant constrictor snake except that it is completely obedient to you and moves as you command it.<br \/>Attacks against the tentacle cause you no discomfort and do not disrupt your spellcasting.<br \/>If &quot;killed&quot;, the tentacle disappears without causing harm to you.<br \/>The tentacle does not interfere with spellcasting in any way.<br \/>As a free action on your turn, you may have the tentacle attack (as a giant constrictor), and if it successfully hits, it can constrict.<br \/>Each round the gutsnake is constricting a target, you may not move more than 5 feet away from the target, unless you are strong enough to drag it with you.<br \/>This is the only way in which the tentacle restricts movement.<br \/>While the snake is present, you may use its Balance and Climb skill modifiers instead of your own.<br \/>Focus: A fang from any reptile.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One item of a volume no greater than 10 cu. ft.\/level (see text)","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"Yes (object)","description":"This spell increases the hardness of materials (see Table 8-\n12: Substance Hardness and Hit Points, page 136 of the Player's Handbook).\nPaper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on.\nFor every two caster levels, add 1 point of hardness to the material targeted by the spell.\nThis hardness increase improves only the material's resistance to damage.\nNothing else is modified by the improvement.\nFor example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have a new hardness of 16 for purposes of ignoring damage caused by someone using the Sunder feat.\nThe sword's hit points, attack and damage modifiers, and other factors are not affected.\nThe hardening spell does not in any way affect resistance to other forms of transformation.\nIce still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.\nThis spell affects up to 10 cubic feet\/level of the spellcaster.\nIf cast upon a metal or mineral, the spell's volume is reduced to 1 cubic foot\/level.","short_description":"This spell increases the hardness of materials (see Table 8-\n12: Substance Hardness and Hit Points, p...","material_components":"0","name":"Hardening","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Hardening<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell increases the hardness of materials (see Table 8-<br \/>12: Substance Hardness and Hit Points, page 136 of the Player&#39;s Handbook).<br \/>Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on.<br \/>For every two caster levels, add 1 point of hardness to the material targeted by the spell.<br \/>This hardness increase improves only the material&#39;s resistance to damage.<br \/>Nothing else is modified by the improvement.<br \/>For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have a new hardness of 16 for purposes of ignoring damage caused by someone using the Sunder feat.<br \/>The sword&#39;s hit points, attack and damage modifiers, and other factors are not affected.<br \/>The hardening spell does not in any way affect resistance to other forms of transformation.<br \/>Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.<br \/>This spell affects up to 10 cubic feet\/level of the spellcaster.<br \/>If cast upon a metal or mineral, the spell&#39;s volume is reduced to 1 cubic foot\/level.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"See text","saving_throw":"","spell_resistance":"","description":"This transmutation makes a bow strike true. Your next attack with the bow (if it is made before the end of the next round) hits and automatically threatens a critical hit. If you don't hit in the round following the casting of this spell, the effect is wasted.","short_description":"This transmutation makes a bow strike true.","material_components":"0","name":"Hunter's Mercy","level":"Ranger 1","full_text":"<div><p><h5>Hunter's Mercy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation makes a bow strike true. Your next attack with the bow (if it is made before the end of the next round) hits and automatically threatens a critical hit. If you don&#39;t hit in the round following the casting of this spell, the effect is wasted.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You cause one creature to burst into flames.\nThe subject's clothing, items, hair and flesh burn with ferocity.\nThe fire deals 2d6 points of damage per round until the spell ends or the subject manages to extinguish the flames.\nFlammable, nonmagical items carried by the target automatically fail their saves to resist this damage.\nAgainst creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect.\nAfter the first round, the target can take a full-round action to attempt to extinguish the flames before taking additional damage.\nIt takes a successful Reflex saving throw (DC 15) to extinguish the flames.\nRolling on the ground allows the character a +2 bonus.\nLeaping into a lake or magically extinguishing the flames automatically smothers the flames.\nMaterial Component: A gob of beeswax.","short_description":"You cause one creature to burst into flames.","material_components":"0","name":"Inferno","level":"Druid 5","full_text":"<div><p><h5>Inferno<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause one creature to burst into flames.<br \/>The subject&#39;s clothing, items, hair and flesh burn with ferocity.<br \/>The fire deals 2d6 points of damage per round until the spell ends or the subject manages to extinguish the flames.<br \/>Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage.<br \/>Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect.<br \/>After the first round, the target can take a full-round action to attempt to extinguish the flames before taking additional damage.<br \/>It takes a successful Reflex saving throw (DC 15) to extinguish the flames.<br \/>Rolling on the ground allows the character a +2 bonus.<br \/>Leaping into a lake or magically extinguishing the flames automatically smothers the flames.<br \/>Material Component: A gob of beeswax.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more created wolves","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You turn small wooden carvings into wolves (one for every two caster levels) that appear between you and your opponents.\nThe wolves act on their own but obey your mental commands.\nThe wolves are normal in all respects except that they have spell resistance 13 and the special ability of frightful presence (see the Monster Manual).\nAt the end of the spell, the wolves become carvings again.\nFocus:One carving of a wolf for each that you create.","short_description":"You turn small wooden carvings into wolves (one for every two caster levels) that appear between you ...","material_components":"0","name":"Jaws of the Wolf","level":"Druid 4","full_text":"<div><p><h5>Jaws of the Wolf<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more created wolves<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You turn small wooden carvings into wolves (one for every two caster levels) that appear between you and your opponents.<br \/>The wolves act on their own but obey your mental commands.<br \/>The wolves are normal in all respects except that they have spell resistance 13 and the special ability of frightful presence (see the Monster Manual).<br \/>At the end of the spell, the wolves become carvings again.<br \/>Focus:One carving of a wolf for each that you create.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None (harmless)","spell_resistance":"Yes","description":"You enhance the target's reactions in combat, granting him a +5 bonus on initiative checks.","short_description":"You enhance the target's reactions in combat, granting him a +5 bonus on initiative checks.","material_components":"0","name":"Kaupaer's Skittish Nerves","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Kaupaer's Skittish Nerves<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You enhance the target&#39;s reactions in combat, granting him a +5 bonus on initiative checks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Your hand","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You alter the structure of your hand so that it becomes as hard and sharp as a blade.\nYour hand gains a +2 enhancement bonus on attack and damage when making unarmed attacks, and you inflict normal damage instead of subdual damage.\nYou are considered armed with this hand.\nYou cannot use that hand to cast spells, but can otherwise use the hand normally.\nYour hand's enhancement bonus does not apply to melee touch attacks.","short_description":"You alter the structure of your hand so that it becomes as hard and sharp as a blade.","material_components":"0","name":"Laeral's Cutting Hand","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Laeral's Cutting Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You alter the structure of your hand so that it becomes as hard and sharp as a blade.<br \/>Your hand gains a +2 enhancement bonus on attack and damage when making unarmed attacks, and you inflict normal damage instead of subdual damage.<br \/>You are considered armed with this hand.<br \/>You cannot use that hand to cast spells, but can otherwise use the hand normally.<br \/>Your hand&#39;s enhancement bonus does not apply to melee touch attacks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One crossbow bolt in your possession","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow.\nAny properties of the bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply.","short_description":"You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fi...","material_components":"0","name":"Launch Bolt","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Launch Bolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow.<br \/>Any properties of the bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"One Fine item in your possession, weighing up to 10 lb.","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You cause a Fine item in your possession to fly at great speed to a target or location you specify.\nThe spell protects the item from any damage caused by this launching (for example, an egg would not crack from being hurled by the spell, a flask of alchemist's fire would not break from the sudden acceleration) but does not protect it from damage caused by striking the target.\nThis spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them.\nEven strange magical effects (such as the glowing bead from a delayed blast fireball spell) can be safely launched by this spell.","short_description":"You cause a Fine item in your possession to fly at great speed to a target or location you specify.","material_components":"0","name":"Launch Item","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Launch Item<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a Fine item in your possession to fly at great speed to a target or location you specify.<br \/>The spell protects the item from any damage caused by this launching (for example, an egg would not crack from being hurled by the spell, a flask of alchemist&#39;s fire would not break from the sudden acceleration) but does not protect it from damage caused by striking the target.<br \/>This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them.<br \/>Even strange magical effects (such as the glowing bead from a delayed blast fireball spell) can be safely launched by this spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You give the subject creature low-light vision, the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.\nThe subject retains the ability to distinguish color and detail under these conditions.\nArcane Material Component: A small candle.","short_description":"You give the subject creature low-light vision, the ability to see twice as far as a human in starlig...","material_components":"0","name":"Low-light Vision","level":"Assassin 1 \/ Harper Scout 1 \/ Hathran 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Low-light Vision<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Harper Scout 1 \/ Hathran 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You give the subject creature low-light vision, the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.<br \/>The subject retains the ability to distinguish color and detail under these conditions.<br \/>Arcane Material Component: A small candle.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"","duration":"1 round\/2 levels","saving_throw":"","spell_resistance":"","description":"As dimension door, except as noted above and that you can transfer yourself once per round as a move-equivalent action that does not provoke an attack of opportunity.","short_description":"As dimension door, except as noted above and that you can transfer yourself once per round as a move-...","material_components":"0","name":"Lutzaen's Frequent Jaunt","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Lutzaen's Frequent Jaunt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><\/table><p>\t<p>As dimension door, except as noted above and that you can transfer yourself once per round as a move-equivalent action that does not provoke an attack of opportunity.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Any number of creatures, no two of which can be more than 60 ft. apart","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"As camouflage, except the effect is mobile with the group.\nThe spell is broken for any individual who moves more than 60 feet from the nearest other member of the group.\nIf only two individuals are affected, the one moving away from the other one loses its camouflage.\nIf both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.","short_description":"As camouflage, except the effect is mobile with the group.","material_components":"0","name":"Camouflage, Mass","level":"Druid 4 \/ Harper Scout 4 \/ Ranger 4","full_text":"<div><p><h5>Camouflage, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Harper Scout 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>As camouflage, except the effect is mobile with the group.<br \/>The spell is broken for any individual who moves more than 60 feet from the nearest other member of the group.<br \/>If only two individuals are affected, the one moving away from the other one loses its camouflage.<br \/>If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"","target":"Touched objects or touched willing creatures weighing up to 100 lb.\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As teleport (see page 264 of the Player's Handbook), except as noted above.\nYou do not have to teleport yourself when you cast a mass teleport spell.","short_description":"As teleport (see page 264 of the Player's Handbook), except as noted above.","material_components":"0","name":"Teleport, Mass","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Teleport, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><\/table><p>\t<p>As teleport (see page 264 of the Player&#39;s Handbook), except as noted above.<br \/>You do not have to teleport yourself when you cast a mass teleport spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You sprout a pair of insubstantial feathery or batlike (your choice) wings.\nYou can fly at a speed of 90 feet (60 feet if you're wearing medium or heavy armor).\nYou can ascend at half speed and descend at double speed.\nYou have a maneuverability of Good.\nUsing master air requires as much concentration as walking, so you can attack or cast spells normally.\nYou can charge but not run, and you cannot carry aloft more weight than your maximum load (see Carrying Capacity, page 141 of the Player's Handbook), plus any armor you wear.\nShould the spell duration expire while you are still aloft, the magic fails slowly.\nYou drop 60 feet per round for 1d6 rounds.\nIf you reach the ground in that amount of time, you land safely.\nIf not, you fall the rest of the distance, taking falling damage of 1d6 per 10 feet of fall.\nSince dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.\nFocus: A wing feather from any bird or the wing bone of any bat.","short_description":"You sprout a pair of insubstantial feathery or batlike (your choice) wings.","material_components":"0","name":"Master Air","level":"Druid 2","full_text":"<div><p><h5>Master Air<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You sprout a pair of insubstantial feathery or batlike (your choice) wings.<br \/>You can fly at a speed of 90 feet (60 feet if you&#39;re wearing medium or heavy armor).<br \/>You can ascend at half speed and descend at double speed.<br \/>You have a maneuverability of Good.<br \/>Using master air requires as much concentration as walking, so you can attack or cast spells normally.<br \/>You can charge but not run, and you cannot carry aloft more weight than your maximum load (see Carrying Capacity, page 141 of the Player&#39;s Handbook), plus any armor you wear.<br \/>Should the spell duration expire while you are still aloft, the magic fails slowly.<br \/>You drop 60 feet per round for 1d6 rounds.<br \/>If you reach the ground in that amount of time, you land safely.<br \/>If not, you fall the rest of the distance, taking falling damage of 1d6 per 10 feet of fall.<br \/>Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.<br \/>Focus: A wing feather from any bird or the wing bone of any bat.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You travel straight through the earth itself to a destination you choose.\nThe movement is instantaneous and has no distance limitations (though the location must be on the same world).\nYou need only think of where you want to go.\nIf you don't think of an exact location, the earth carries you to the periphery of the general area you imagine.\nFor example, if you want to go to the Shining Plains but you can't remember any specific landmarks, the earth brings you back on the surface at the nearest edge of the Shining Plains.\nThe earth never leaves you stranded inside it.\nIt always puts you back on the surface even if it cannot deliver you to your chosen destination.\nIt takes you as far as it can.\nUnderground, creature-built structures don't hinder you as long as you can move around them.\nThis spell only functions on the Material Plane.\nFocus: The fossil of any animal.","short_description":"You travel straight through the earth itself to a destination you choose.","material_components":"0","name":"Master Earth","level":"Druid 7","full_text":"<div><p><h5>Master Earth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You travel straight through the earth itself to a destination you choose.<br \/>The movement is instantaneous and has no distance limitations (though the location must be on the same world).<br \/>You need only think of where you want to go.<br \/>If you don&#39;t think of an exact location, the earth carries you to the periphery of the general area you imagine.<br \/>For example, if you want to go to the Shining Plains but you can&#39;t remember any specific landmarks, the earth brings you back on the surface at the nearest edge of the Shining Plains.<br \/>The earth never leaves you stranded inside it.<br \/>It always puts you back on the surface even if it cannot deliver you to your chosen destination.<br \/>It takes you as far as it can.<br \/>Underground, creature-built structures don&#39;t hinder you as long as you can move around them.<br \/>This spell only functions on the Material Plane.<br \/>Focus: The fossil of any animal.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"You use magic to make minor, cosmetic changes in your appearance.\nThe spell does not change the actual structure of either your features or body.\nIt can add color to hair, paint wrinkles on your face, give you a scar, or darken your teeth.\nThis spell gives you a +2 competence bonus on a single Disguise check made during its duration, and the bonus ends at the end of the spell's duration if not already used.\nThis bonus does not stack with the bonus from either alter self or change self.","short_description":"You use magic to make minor, cosmetic changes in your appearance.","material_components":"0","name":"Minor Disguise","level":"Bard 0","full_text":"<div><p><h5>Minor Disguise<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>You use magic to make minor, cosmetic changes in your appearance.<br \/>The spell does not change the actual structure of either your features or body.<br \/>It can add color to hair, paint wrinkles on your face, give you a scar, or darken your teeth.<br \/>This spell gives you a +2 competence bonus on a single Disguise check made during its duration, and the bonus ends at the end of the spell&#39;s duration if not already used.<br \/>This bonus does not stack with the bonus from either alter self or change self.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You lend some of your ability score points to your target.\nYou suffer a penalty of 1d4+1 points to any single ability score of your choice, and your target gains an equal enhancement bonus to the same ability score.\n(You don't get a saving throw to avoid the loss).\nIf you cast this spell a second time within 1 hour, you suffer 2d10 points of damage.","short_description":"You lend some of your ability score points to your target.","material_components":"0","name":"Nature's Balance","level":"Druid 4","full_text":"<div><p><h5>Nature's Balance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You lend some of your ability score points to your target.<br \/>You suffer a penalty of 1d4+1 points to any single ability score of your choice, and your target gains an equal enhancement bonus to the same ability score.<br \/>(You don&#39;t get a saving throw to avoid the loss).<br \/>If you cast this spell a second time within 1 hour, you suffer 2d10 points of damage.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"You forge a strong link with nature that gives you greater insight into your environment.\nYou gain a +2 competence bonus on Animal Empathy, Move Silently, Search, Hide, Intuit Direction, Wilderness Lore, and Handle Animal checks.","short_description":"You forge a strong link with nature that gives you greater insight into your environment.","material_components":"0","name":"One With the Land","level":"Druid 2 \/ Hathran 2 \/ Ranger 2","full_text":"<div><p><h5>One With the Land<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Hathran 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>You forge a strong link with nature that gives you greater insight into your environment.<br \/>You gain a +2 competence bonus on Animal Empathy, Move Silently, Search, Hide, Intuit Direction, Wilderness Lore, and Handle Animal checks.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You invest your target with a taste of the ancient wisdom inherent in nature.\nThe target gains an enhancement bonus to his Wisdom score equal to half your level.","short_description":"You invest your target with a taste of the ancient wisdom inherent in nature.","material_components":"0","name":"Owl's Insight","level":"Druid 5","full_text":"<div><p><h5>Owl's Insight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You invest your target with a taste of the ancient wisdom inherent in nature.<br \/>The target gains an enhancement bonus to his Wisdom score equal to half your level.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"Your hand sprouts poisonous quills that you can use in melee or as a ranged attack.\nThe quills inflict 1d8 points of damage +1 point\/2 levels (maximum +5).\nThey may be thrown as a group using a single ranged attack roll (range increment 10 feet).\nThe quills are poisonous (injury DC 18, 1d6 Str\/1d6 Str).","short_description":"Your hand sprouts poisonous quills that you can use in melee or as a ranged attack.","material_components":"0","name":"Quillfire","level":"Druid 3","full_text":"<div><p><h5>Quillfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>Your hand sprouts poisonous quills that you can use in melee or as a ranged attack.<br \/>The quills inflict 1d8 points of damage +1 point\/2 levels (maximum +5).<br \/>They may be thrown as a group using a single ranged attack roll (range increment 10 feet).<br \/>The quills are poisonous (injury DC 18, 1d6 Str\/1d6 Str).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"You add extra power to your unarmed attacks.\nYour hands harden until they are similar to a ram's horn in texture and hardness.\nYour unarmed attacks inflict normal (not subdual) damage.\nYou are considered armed.\nThe hardness has no other effect; you can cast spells and manipulate objects normally.","short_description":"You add extra power to your unarmed attacks.","material_components":"0","name":"Ram's Might","level":"Druid 0 \/ Ranger 1","full_text":"<div><p><h5>Ram's Might<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You add extra power to your unarmed attacks.<br \/>Your hands harden until they are similar to a ram&#39;s horn in texture and hardness.<br \/>Your unarmed attacks inflict normal (not subdual) damage.<br \/>You are considered armed.<br \/>The hardness has no other effect; you can cast spells and manipulate objects normally.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Summoning the power of your deity, you charge yourself with positive energy.\nThis gives you 1d4 temporary hit points per caster level (maximum 10d4), a +2 natural armor bonus, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, and a +2 sacred bonus on Fortitude saves.\nAny undead creature striking you with its body deals you normal damage, but at the same time the attacker takes 1 point of damage from the positive energy, as if from a cure minor wounds spell.","short_description":"Summoning the power of your deity, you charge yourself with positive energy.","material_components":"0","name":"Righteous Fury","level":"Paladin 3","full_text":"<div><p><h5>Righteous Fury<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Summoning the power of your deity, you charge yourself with positive energy.<br \/>This gives you 1d4 temporary hit points per caster level (maximum 10d4), a +2 natural armor bonus, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, and a +2 sacred bonus on Fortitude saves.<br \/>Any undead creature striking you with its body deals you normal damage, but at the same time the attacker takes 1 point of damage from the positive energy, as if from a cure minor wounds spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters.\nThis ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.\nCreatures with the scent ability can identify familiar odors just as humans do familiar sights.\nThe creature can detect opponents within 30 feet by sense of smell.\nIf the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.\nStrong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.\nOverpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.\nWhen a creature detects a scent, the exact location is not revealed--only its presence somewhere within range.\nThe creature can take a partial action to note the direction of the scent.\nIf it moves within 5 feet of the source, the creature can pinpoint that source.\nA creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track.\nThe typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent).\nThis DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail.\nFor each hour that the trail is cold, the DC increases by 2.\nThe ability otherwise follows the rules for the Track feat.\nCreatures tracking by scent ignore the effects of surface conditions and poor visibility.\nArcane Material Components: A sprinkle of mustard and pepper, and a drop of sweat.","short_description":"You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters.","material_components":"0","name":"Scent","level":"Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Scent<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters.<br \/>This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.<br \/>Creatures with the scent ability can identify familiar odors just as humans do familiar sights.<br \/>The creature can detect opponents within 30 feet by sense of smell.<br \/>If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.<br \/>Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.<br \/>Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.<br \/>When a creature detects a scent, the exact location is not revealed&#8212;only its presence somewhere within range.<br \/>The creature can take a partial action to note the direction of the scent.<br \/>If it moves within 5 feet of the source, the creature can pinpoint that source.<br \/>A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track.<br \/>The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent).<br \/>This DC increases or decreases depending on the strength of the quarry&#39;s odor, the number of creatures, and the age of the trail.<br \/>For each hour that the trail is cold, the DC increases by 2.<br \/>The ability otherwise follows the rules for the Track feat.<br \/>Creatures tracking by scent ignore the effects of surface conditions and poor visibility.<br \/>Arcane Material Components: A sprinkle of mustard and pepper, and a drop of sweat.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"Your beard grows and turns to pure and magically hardened silver, increasing the armor bonus of your armor by +2.\nAn outfit of regular clothing counts as armor that grants an AC bonus for the purpose of this spell.\nIf you do not have a beard, you grow one for the duration of this spell (even if you are a creature that cannot normally grow a beard, such as an elf or a female human).\nYou get a +2 circumstance bonus on Diplomacy checks against dwarves.\nRepeated uses of this spell eventually result in your beard turning a natural silver color (if you cannot normally grow a beard, this secondary effect does not occur).","short_description":"Your beard grows and turns to pure and magically hardened silver, increasing the armor bonus of your ...","material_components":"0","name":"Silverbeard","level":"Paladin 1","full_text":"<div><p><h5>Silverbeard<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your beard grows and turns to pure and magically hardened silver, increasing the armor bonus of your armor by +2.<br \/>An outfit of regular clothing counts as armor that grants an AC bonus for the purpose of this spell.<br \/>If you do not have a beard, you grow one for the duration of this spell (even if you are a creature that cannot normally grow a beard, such as an elf or a female human).<br \/>You get a +2 circumstance bonus on Diplomacy checks against dwarves.<br \/>Repeated uses of this spell eventually result in your beard turning a natural silver color (if you cannot normally grow a beard, this secondary effect does not occur).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You turn the bones and hard tissue of the subject to mush, making him a strange sort of oozelike creature.\nHe immediately collapses into a heap, lacking the ability to maintain his previous shape.\nHis Dexterity becomes 1, his speed becomes Swim 10 ft., and he loses the ability to attack, speak, carry objects, or cast spells with somatic components.\nHe can still use spell-like and supernatural abilities.\nHe cannot be flanked and is immune to critical hits.\nHis equipment is not affected.\nThis spell is normally used as a punishment or to disable opponents without killing them.","short_description":"You turn the bones and hard tissue of the subject to mush, making him a strange sort of oozelike crea...","material_components":"0","name":"Simbul's Skeletal Deliquescence","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Simbul's Skeletal Deliquescence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You turn the bones and hard tissue of the subject to mush, making him a strange sort of oozelike creature.<br \/>He immediately collapses into a heap, lacking the ability to maintain his previous shape.<br \/>His Dexterity becomes 1, his speed becomes Swim 10 ft., and he loses the ability to attack, speak, carry objects, or cast spells with somatic components.<br \/>He can still use spell-like and supernatural abilities.<br \/>He cannot be flanked and is immune to critical hits.<br \/>His equipment is not affected.<br \/>This spell is normally used as a punishment or to disable opponents without killing them.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"Up to four of your spells","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You prepare a magical matrix that allows you to store up to four spells of up to 3rd level that you can cast individually as free actions.\nYou cast Simbul's spell matrix, and each round thereafter cast one of the spells to be stored in the matrix (the matrix closes after the fourth round and no more spells can be added, even if it is not full).\nOnly spells that can be altered by the Quicken Spell feat can be placed in the matrix.\nEach spell placed in the matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists.\nWhile the matrix spell is active, you can cast any of the spells stored in it once as a free action.\nThis counts as casting a quickened spell, so you cannot activate a matrix spell and cast a nonmatrix quickened spell in the same round.\nOnce a spell is cast from the matrix, it is gone.\nAny spell in the matrix is treated as a prepared spell for dealing with effects that affect prepared spells.\nA dispel magic spell that successfully dispels the matrix dispels all the spells in the matrix.\nAn antimagic field suspends the matrix but does not cause the first spell to fire (the matrix becomes active again when you are out of the antimagic field).\nIf you die, all spells in the matrix dissipate harmlessly.\nFocus: A piece of amber with a minimum value of 500 gp.","short_description":"You prepare a magical matrix that allows you to store up to four spells of up to 3rd level that you c...","material_components":"0","name":"Simbul's Spell Matrix","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Simbul's Spell Matrix<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You prepare a magical matrix that allows you to store up to four spells of up to 3rd level that you can cast individually as free actions.<br \/>You cast Simbul&#39;s spell matrix, and each round thereafter cast one of the spells to be stored in the matrix (the matrix closes after the fourth round and no more spells can be added, even if it is not full).<br \/>Only spells that can be altered by the Quicken Spell feat can be placed in the matrix.<br \/>Each spell placed in the matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists.<br \/>While the matrix spell is active, you can cast any of the spells stored in it once as a free action.<br \/>This counts as casting a quickened spell, so you cannot activate a matrix spell and cast a nonmatrix quickened spell in the same round.<br \/>Once a spell is cast from the matrix, it is gone.<br \/>Any spell in the matrix is treated as a prepared spell for dealing with effects that affect prepared spells.<br \/>A dispel magic spell that successfully dispels the matrix dispels all the spells in the matrix.<br \/>An antimagic field suspends the matrix but does not cause the first spell to fire (the matrix becomes active again when you are out of the antimagic field).<br \/>If you die, all spells in the matrix dissipate harmlessly.<br \/>Focus: A piece of amber with a minimum value of 500 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As Simbul's spell matrix, except that spells of up to 5th level may be placed in the matrix.\nIn addition, you may decide to link two or more of the matrixed spells into a spell sequence.\nSpells to be linked into a sequence must be of 2nd level or lower.\nYou may discharge all the spells linked into a single sequence with a free action, just as if you were casting one spell out of the Simbul's spell matrix.\nFocus: A sapphire with a minimum value of 1,000 gp.","short_description":"As Simbul's spell matrix, except that spells of up to 5th level may be placed in the matrix.","material_components":"0","name":"Simbul's Spell Sequencer","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Simbul's Spell Sequencer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As Simbul&#39;s spell matrix, except that spells of up to 5th level may be placed in the matrix.<br \/>In addition, you may decide to link two or more of the matrixed spells into a spell sequence.<br \/>Spells to be linked into a sequence must be of 2nd level or lower.<br \/>You may discharge all the spells linked into a single sequence with a free action, just as if you were casting one spell out of the Simbul&#39;s spell matrix.<br \/>Focus: A sapphire with a minimum value of 1,000 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As Simbul's spell sequencer, except that the spells to be held in the matrix may be as high as 7th level, and you may create a spell sequence of spells of 4th level or less.\nIn addition, you may designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting Simbul's spell trigger.\nThis function works much like a contingency spell.\nThe spell (or sequence of spells) to be brought into effect by the triggering condition must be of a type that affect your person, such as feather fall or levitate.\nThe conditions needed to bring the matrix spells into effect must be clear, although they can be general.\nIn all cases, Simbul's spell trigger immediately brings into effect the designated spell (or sequence of spells), which are\ncast instantaneously when the prescribed circumstances occur.\nYou cannot choose to have the spell or spells not come into effect when the triggering event occurs.\nFocus: A diamond with a minimum value of 1,500 gp.","short_description":"As Simbul's spell sequencer, except that the spells to be held in the matrix may be as high as 7th le...","material_components":"0","name":"Simbul's Spell Trigger","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Simbul's Spell Trigger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As Simbul&#39;s spell sequencer, except that the spells to be held in the matrix may be as high as 7th level, and you may create a spell sequence of spells of 4th level or less.<br \/>In addition, you may designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting Simbul&#39;s spell trigger.<br \/>This function works much like a contingency spell.<br \/>The spell (or sequence of spells) to be brought into effect by the triggering condition must be of a type that affect your person, such as feather fall or levitate.<br \/>The conditions needed to bring the matrix spells into effect must be clear, although they can be general.<br \/>In all cases, Simbul&#39;s spell trigger immediately brings into effect the designated spell (or sequence of spells), which are<br \/>&quot;cast&quot; instantaneously when the prescribed circumstances occur.<br \/>You cannot choose to have the spell or spells not come into effect when the triggering event occurs.<br \/>Focus: A diamond with a minimum value of 1,500 gp.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"One of your spells","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"Yes","description":"You channel the spell energy from a spell you know into healing magic.\nAfter you cast this spell, on your next turn you cast another spell, which is converted to positive energy.\nOn the round you cast the second spell, you may touch yourself or another creature, curing 1d6 hit points of damage for every spell level of the spell you cast.\nIf the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.","short_description":"You channel the spell energy from a spell you know into healing magic.","material_components":"0","name":"Simbul's Synostodweomer","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Simbul's Synostodweomer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You channel the spell energy from a spell you know into healing magic.<br \/>After you cast this spell, on your next turn you cast another spell, which is converted to positive energy.<br \/>On the round you cast the second spell, you may touch yourself or another creature, curing 1d6 hit points of damage for every spell level of the spell you cast.<br \/>If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You bestow your target with an aroma that attracts predators.\nThe smell triples the chance of encountering wandering monsters in the area.\nAttracted creatures won't necessarily attack the target to the exclusion of others; they're just attracted to the area.","short_description":"You bestow your target with an aroma that attracts predators.","material_components":"0","name":"Smell of Fear","level":"Ranger 1","full_text":"<div><p><h5>Smell of Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bestow your target with an aroma that attracts predators.<br \/>The smell triples the chance of encountering wandering monsters in the area.<br \/>Attracted creatures won&#39;t necessarily attack the target to the exclusion of others; they&#39;re just attracted to the area.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"","effect":"","area":"You","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"One of your arms turns into a venomous snake with a fanged, biting mouth.\nThe bite does 1d3 points of damage and carries a toxic venom (1d6 Con\/1d6 Con).\nEach instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster's Wisdom modifier).\nIf the victim fails either save, he must also make a Will save (DC as normal for spell) or be paralyzed for 1d4 rounds.\nYou can't hold a weapon with your transformed hand, but your other hand can be used to wield weapons or cast spells with somatic components.\nAttacking with the transformed hand and a weapon incurs the standard two-weapon fighting penalties (see Table 8-2: Two-Weapon Fighting Penalties, page 125 of the Player's Handbook).\nYou can only be under the effect of one snakebite spell at any given time.","short_description":"One of your arms turns into a venomous snake with a fanged, biting mouth.","material_components":"0","name":"Snakebite","level":"Druid 3 \/ Ranger 4","full_text":"<div><p><h5>Snakebite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>One of your arms turns into a venomous snake with a fanged, biting mouth.<br \/>The bite does 1d3 points of damage and carries a toxic venom (1d6 Con\/1d6 Con).<br \/>Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster&#39;s Wisdom modifier).<br \/>If the victim fails either save, he must also make a Will save (DC as normal for spell) or be paralyzed for 1d4 rounds.<br \/>You can&#39;t hold a weapon with your transformed hand, but your other hand can be used to wield weapons or cast spells with somatic components.<br \/>Attacking with the transformed hand and a weapon incurs the standard two-weapon fighting penalties (see Table 8-2: Two-Weapon Fighting Penalties, page 125 of the Player&#39;s Handbook).<br \/>You can only be under the effect of one snakebite spell at any given time.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"","effect":"","area":"","duration":"Performance +1 hour or until discharged (see text)","saving_throw":"","spell_resistance":"","description":"You acquire an even greater Charisma when you perform.\nAnyone who hears or views your performance becomes favorably inclined toward you.\nThis spell grants you a +1 competence bonus on your next Charisma check to influence an NPC's attitude (for details, see NPC Attitudes, page 149 of the DUNGEON MASTER's Guide) or Charisma-based skill check against any one person who saw the performance.\nThis effect lasts for the duration of the performance and up to 1 hour immediately following.\nYou must begin the performance within 1 hour of casting the spell for it to have any effect.","short_description":"You acquire an even greater Charisma when you perform.","material_components":"0","name":"Songbird","level":"Bard 0","full_text":"<div><p><h5>Songbird<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Performance +1 hour or until discharged (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You acquire an even greater Charisma when you perform.<br \/>Anyone who hears or views your performance becomes favorably inclined toward you.<br \/>This spell grants you a +1 competence bonus on your next Charisma check to influence an NPC&#39;s attitude (for details, see <span class=caps>NPC<\/span> Attitudes, page 149 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide) or Charisma-based skill check against any one person who saw the performance.<br \/>This effect lasts for the duration of the performance and up to 1 hour immediately following.<br \/>You must begin the performance within 1 hour of casting the spell for it to have any effect.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Yes (harmless)","spell_resistance":"Yes (harmless)","description":"You give the subject creature the ability to swim at speed 30 feet (ignoring the effects of armor and encumbrance)\nwithout having to make Swim checks.\nHe gets a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.\nHe can always choose to take 10, even if rushed or threatened when swimming.\nHe can use the run action while swimming, provided he swims in a straight line.\nFocus: A miniature wooden paddle.","short_description":"You give the subject creature the ability to swim at speed 30 feet (ignoring the effects of armor and...","material_components":"0","name":"Speed Swim","level":"Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Speed Swim<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You give the subject creature the ability to swim at speed 30 feet (ignoring the effects of armor and encumbrance)<br \/>without having to make Swim checks.<br \/>He gets a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.<br \/>He can always choose to take 10, even if rushed or threatened when swimming.<br \/>He can use the run action while swimming, provided he swims in a straight line.<br \/>Focus: A miniature wooden paddle.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"See text","range":"Personal","target":"","effect":"One of your spells","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell enhances the next spell you cast, making it more difficult for targets to resist.\nCasting spell enhancer is a free action, allowing you to cast the spell to be enhanced in the same round as this spell.\nThe saving throw DC of the enhanced spell is increased by +2.","short_description":"This spell enhances the next spell you cast, making it more difficult for targets to resist.","material_components":"0","name":"Spell Enhancer","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Spell Enhancer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One of your spells<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell enhances the next spell you cast, making it more difficult for targets to resist.<br \/>Casting spell enhancer is a free action, allowing you to cast the spell to be enhanced in the same round as this spell.<br \/>The saving throw DC of the enhanced spell is increased by +2.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"Scroll touched","effect":"","area":"","duration":"Permanent until triggered","saving_throw":"None (object)","spell_resistance":"Yes (object)","description":"You create a set of triggering conditions for the targeted scroll so that if these conditions are met, the spell on the scroll is cast upon you as if you were spending a standard action to cast the scroll yourself.\nIf the scroll contains a spell that is not on your spell list, it is not cast when the triggering condition occurs and the magic of the spell phylactery dissipates.\nAny limitations involved in your reading the scroll normally (such as a minimum ability score or requiring a caster level check) still apply, and if they are not met, the spell phylactery magic dissipates.\nThe conditions needed to bring the spell into effect must be clear, although they can be general.\nFor example, a spell phylactery with a scroll of water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing scroll instantly comes into effect.\nIf complicated or convoluted conditions are prescribed, the spell phylactery may fail when called on.\nThe scroll is activated based solely on the stated conditions, regardless of whether you want it to.\nThe scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or placed in a small box for this purpose) and counts as a bracer or headband in terms of space limitations for magic items.\nThe spell on the scroll must be of a spell level no higher than one-third your caster level (rounded down, maximum 5th level).\nThe spell on the scroll must be one that affects your person, and the triggering conditions must be clear as defined in the contingency spell.\nIf another person wears the spell phylactery, the magic of this spell ends.\nYou may remove and rewear the spell phylactery without penalty, but if 24 hours pass without your wearing it, the magic of the spell phylactery ends.\nThe termination of this spell does not harm the spell on the scroll.","short_description":"You create a set of triggering conditions for the targeted scroll so that if these conditions are met...","material_components":"0","name":"Spell Phylactery","level":"Cleric 5","full_text":"<div><p><h5>Spell Phylactery<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until triggered<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create a set of triggering conditions for the targeted scroll so that if these conditions are met, the spell on the scroll is cast upon you as if you were spending a standard action to cast the scroll yourself.<br \/>If the scroll contains a spell that is not on your spell list, it is not cast when the triggering condition occurs and the magic of the spell phylactery dissipates.<br \/>Any limitations involved in your reading the scroll normally (such as a minimum ability score or requiring a caster level check) still apply, and if they are not met, the spell phylactery magic dissipates.<br \/>The conditions needed to bring the spell into effect must be clear, although they can be general.<br \/>For example, a spell phylactery with a scroll of water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing scroll instantly comes into effect.<br \/>If complicated or convoluted conditions are prescribed, the spell phylactery may fail when called on.<br \/>The scroll is activated based solely on the stated conditions, regardless of whether you want it to.<br \/>The scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or placed in a small box for this purpose) and counts as a bracer or headband in terms of space limitations for magic items.<br \/>The spell on the scroll must be of a spell level no higher than one-third your caster level (rounded down, maximum 5th level).<br \/>The spell on the scroll must be one that affects your person, and the triggering conditions must be clear as defined in the contingency spell.<br \/>If another person wears the spell phylactery, the magic of this spell ends.<br \/>You may remove and rewear the spell phylactery without penalty, but if 24 hours pass without your wearing it, the magic of the spell phylactery ends.<br \/>The termination of this spell does not harm the spell on the scroll.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"Yes","description":"Your touch marks your target with a tiny symbol visible only to you and to detect magic.\nThe brand appears as you envision it, approximately an inch in diameter.\nYou can still see the brand, even if the subject uses magical means to change or hide her appearance.\nEven spells such as change self, polymorph self, and invisibility do not hide the brand.\nTo your eyes, the mark glows a light green.","short_description":"Your touch marks your target with a tiny symbol visible only to you and to detect magic.","material_components":"0","name":"Stalking Brand","level":"Ranger 1","full_text":"<div><p><h5>Stalking Brand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your touch marks your target with a tiny symbol visible only to you and to detect magic.<br \/>The brand appears as you envision it, approximately an inch in diameter.<br \/>You can still see the brand, even if the subject uses magical means to change or hide her appearance.<br \/>Even spells such as change self, polymorph self, and invisibility do not hide the brand.<br \/>To your eyes, the mark glows a light green.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Corporeal undead creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cause the skeleton of the target corporeal undead to become thicker and as strong as stone.\nThis gives the target a +3 natural armor bonus to AC.\nIt has no effect if the creature has no skeleton (such as an undead plant or octopus) but works normally on creatures that have exoskeletons (such as insects).\nAnother version of this spell is rumored to exist that works on living creatures, but causes wracking pains because of the radical alteration of its skeleton.\nThe other version has fallen out of use because few creatures willingly subject themselves to it (except perhaps worshipers of Loviatar).\nArcane Focus: A miniature skull carved of granite.","short_description":"You cause the skeleton of the target corporeal undead to become thicker and as strong as stone.","material_components":"0","name":"Stone Bones","level":"Sorcerer 2 \/ Wizard 2 \/ Cleric 2","full_text":"<div><p><h5>Stone Bones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause the skeleton of the target corporeal undead to become thicker and as strong as stone.<br \/>This gives the target a +3 natural armor bonus to AC.<br \/>It has no effect if the creature has no skeleton (such as an undead plant or octopus) but works normally on creatures that have exoskeletons (such as insects).<br \/>Another version of this spell is rumored to exist that works on living creatures, but causes wracking pains because of the radical alteration of its skeleton.<br \/>The other version has fallen out of use because few creatures willingly subject themselves to it (except perhaps worshipers of Loviatar).<br \/>Arcane Focus: A miniature skull carved of granite.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Stone touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You magically link one location to another so that you or another may speak a command word at one end and be teleported to the other end.\nBefore you cast the spell, you must prepare the ends of the link, both of which must be areas of stone 5 feet square.\nThis preparation takes 1 hour, and functions for repeated castings of the spell as long as the stones are not damaged.\nWhen the spell is cast, the stones become attuned to a command word you designate.\nAny creature that speaks the command word while standing upon one of the stones is teleported without error to the other end instantaneously.\nThe stones function once for every four caster levels, and can carry 50 pounds per caster level each time.\nCreatures that exceed the weight limitation are not transported and count as one of the uses of the spell.\nMaterial Component: The preparation of each of the ends of the link requires a paste made from rubies and amber worth 2,500 gp.\nCasting the spell requires a 2,500 gp diamond.\nActivating one of the linked stones once the spell is cast does not require any material components.","short_description":"You magically link one location to another so that you or another may speak a command word at one end...","material_components":"0","name":"Stone Walk","level":"Cleric 6","full_text":"<div><p><h5>Stone Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You magically link one location to another so that you or another may speak a command word at one end and be teleported to the other end.<br \/>Before you cast the spell, you must prepare the ends of the link, both of which must be areas of stone 5 feet square.<br \/>This preparation takes 1 hour, and functions for repeated castings of the spell as long as the stones are not damaged.<br \/>When the spell is cast, the stones become attuned to a command word you designate.<br \/>Any creature that speaks the command word while standing upon one of the stones is teleported without error to the other end instantaneously.<br \/>The stones function once for every four caster levels, and can carry 50 pounds per caster level each time.<br \/>Creatures that exceed the weight limitation are not transported and count as one of the uses of the spell.<br \/>Material Component: The preparation of each of the ends of the link requires a paste made from rubies and amber worth 2,500 gp.<br \/>Casting the spell requires a 2,500 gp diamond.<br \/>Activating one of the linked stones once the spell is cast does not require any material components.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You harness the powers of wind and storm to move, protect yourself, and attack.\nYou gain the benefits of a fly spell and are protected from each direction as if surrounded by a wind wall spell.\nYou are completely unaffected by natural or magical wind (such as a hurricane or a gust of wind spell), easily able to hold your position and completely unaffected by other adverse effects of extreme wind (such as having to make Concentration checks because of strong winds).\nFinally, you can discharge bolts of electricity from your eyes.\nYour caster level is the total number of d6 worth of bolts that you can create with this spell (maximum 20d6).\nYou may use them all at once or divide the dice over several rounds.\nFor example, a 16th-level caster can fire an 8d6 bolt on one round and another 8d6 bolt on the next, fire sixteen bolts over 16 or more rounds (each doing 1d6 electricity damage), or make one large bolt that deals 16d6.\nEach bolt affects only one creature.\nAny bolt, regardless of its damage, has a range of 100 feet.\nLaunching a bolt is a standard action that does not provoke an attack of opportunity and requires a ranged touch attack (you gain a +3 attack bonus if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal).","short_description":"You harness the powers of wind and storm to move, protect yourself, and attack.","material_components":"0","name":"Stormrage","level":"Cleric 8","full_text":"<div><p><h5>Stormrage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You harness the powers of wind and storm to move, protect yourself, and attack.<br \/>You gain the benefits of a fly spell and are protected from each direction as if surrounded by a wind wall spell.<br \/>You are completely unaffected by natural or magical wind (such as a hurricane or a gust of wind spell), easily able to hold your position and completely unaffected by other adverse effects of extreme wind (such as having to make Concentration checks because of strong winds).<br \/>Finally, you can discharge bolts of electricity from your eyes.<br \/>Your caster level is the total number of d6 worth of bolts that you can create with this spell (maximum 20d6).<br \/>You may use them all at once or divide the dice over several rounds.<br \/>For example, a 16th-level caster can fire an 8d6 bolt on one round and another 8d6 bolt on the next, fire sixteen bolts over 16 or more rounds (each doing 1d6 electricity damage), or make one large bolt that deals 16d6.<br \/>Each bolt affects only one creature.<br \/>Any bolt, regardless of its damage, has a range of 100 feet.<br \/>Launching a bolt is a standard action that does not provoke an attack of opportunity and requires a ranged touch attack (you gain a +3 attack bonus if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level You become stronger.","saving_throw":"","spell_resistance":"","description":"The spell grants an enhancement bonus to Strength of 1d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.\nThe spell ends instantly if you ever lose contact with the ground.\nThis means you cannot jump, tumble, charge, run, or move more than your speed in a round (because these acts cause both of your feet to leave the ground) without breaking the spell.\nA natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a cavern wall and not lose the spell).","short_description":"The spell grants an enhancement bonus to Strength of 1d4+1 points, adding the usual benefits to melee...","material_components":"0","name":"Strength of Stone","level":"Paladin 2","full_text":"<div><p><h5>Strength of Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level You become stronger.<br\/><\/td><\/tr><\/table><p>\t<p>The spell grants an enhancement bonus to Strength of 1d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.<br \/>The spell ends instantly if you ever lose contact with the ground.<br \/>This means you cannot jump, tumble, charge, run, or move more than your speed in a round (because these acts cause both of your feet to leave the ground) without breaking the spell.<br \/>A natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a cavern wall and not lose the spell).<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"100 ft.","target":"","effect":"","area":"100-ft.-radius emanation centered on you.","duration":"1 minute\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You gain an enhanced awareness of magical writing within range.\nMagical writing such as a glyph of warding, explosive runes, sepia snake sigil, or symbol is covered by a blue nimbus of light (which sheds light equal to a candle).\nThis reveals the location of the writing but prevents it from being triggered.\nYou and other creatures could read a book warded by explosive runes, or open a drawer guarded by a glyph of warding, or pass through a doorway protected by a symbol without effect.\nThis spell covers and negates any active or triggered magical writing (such as a quickly scribed symbol of fear or a triggered symbol of death), although creatures that have already succumbed to the effects of the writing are unaffected.\nOnce this spell ends, all magical writing in the area can be triggered normally, and active or triggered writings resume their function if they have any duration left.","short_description":"You gain an enhanced awareness of magical writing within range.","material_components":"0","name":"Suppress Glyph","level":"Cleric 6","full_text":"<div><p><h5>Suppress Glyph<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>100 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You gain an enhanced awareness of magical writing within range.<br \/>Magical writing such as a glyph of warding, explosive runes, sepia snake sigil, or symbol is covered by a blue nimbus of light (which sheds light equal to a candle).<br \/>This reveals the location of the writing but prevents it from being triggered.<br \/>You and other creatures could read a book warded by explosive runes, or open a drawer guarded by a glyph of warding, or pass through a doorway protected by a symbol without effect.<br \/>This spell covers and negates any active or triggered magical writing (such as a quickly scribed symbol of fear or a triggered symbol of death), although creatures that have already succumbed to the effects of the writing are unaffected.<br \/>Once this spell ends, all magical writing in the area can be triggered normally, and active or triggered writings resume their function if they have any duration left.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"You and one other creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"You and the other creature switch locations (as if simultaneously using dimension door spells) and exchange appearances (as if using alter self spells to appear as each other).\nYour target may resist this spell with a saving throw (the spell automatically affects you).\nIf you or your subject exceeds the capacity of the dimension door spell or if you and your subject have bodies that are so different that the alter self spell could not disguise you as your subject, this spell fails.\nMagic that penetrates disguises (such as true seeing) reveals the identities of you and your subject.\nOtherwise, you are considered to be disguised as the other creature and vice versa for the duration of the spell.\nActions by you or your subject (such as speaking inappropriately or attacking allies) can force Disguise checks or alert people nearby that something is wrong.\nYou get a +10 bonus on Disguise checks to impersonate the subject.\nWhen the spell ends, you and the creature revert to your true appearances in your current locations.\nYou do not switch locations again.","short_description":"You and the other creature switch locations (as if simultaneously using dimension door spells) and ex...","material_components":"0","name":"Translocation Trick","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Translocation Trick<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You and the other creature switch locations (as if simultaneously using dimension door spells) and exchange appearances (as if using alter self spells to appear as each other).<br \/>Your target may resist this spell with a saving throw (the spell automatically affects you).<br \/>If you or your subject exceeds the capacity of the dimension door spell or if you and your subject have bodies that are so different that the alter self spell could not disguise you as your subject, this spell fails.<br \/>Magic that penetrates disguises (such as true seeing) reveals the identities of you and your subject.<br \/>Otherwise, you are considered to be disguised as the other creature and vice versa for the duration of the spell.<br \/>Actions by you or your subject (such as speaking inappropriately or attacking &quot;allies&quot;) can force Disguise checks or alert people nearby that something is wrong.<br \/>You get a +10 bonus on Disguise checks to impersonate the subject.<br \/>When the spell ends, you and the creature revert to your true appearances in your current locations.<br \/>You do not switch locations again.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You give a weapon the undead bane property in addition to any other properties it has.\nAgainst undead, your weapon's enhancement bonus (if any) is +2 higher than normal and it deals +2d6 points of bonus damage against undead.\nThe spell has no effect if cast upon a weapon that already has the undead bane property.\nAt caster level 9 (paladin level 18) and above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.\nAlternatively, you can affect up to fifty arrows, bolts, or bullets.\nThe projectiles must be of the same type, and they have to be together, such as in the same quiver.\nProjectiles (but not thrown weapons) lose their transmutation after they have been fired.\nThe weapon is considered blessed, which means it has special effects on certain creatures.\nAny weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.","short_description":"You give a weapon the undead bane property in addition to any other properties it has.","material_components":"0","name":"Undead Bane Weapon","level":"Paladin 3","full_text":"<div><p><h5>Undead Bane Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You give a weapon the undead bane property in addition to any other properties it has.<br \/>Against undead, your weapon&#39;s enhancement bonus (if any) is +2 higher than normal and it deals +2d6 points of bonus damage against undead.<br \/>The spell has no effect if cast upon a weapon that already has the undead bane property.<br \/>At caster level 9 (paladin level 18) and above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.<br \/>Alternatively, you can affect up to fifty arrows, bolts, or bullets.<br \/>The projectiles must be of the same type, and they have to be together, such as in the same quiver.<br \/>Projectiles (but not thrown weapons) lose their transmutation after they have been fired.<br \/>The weapon is considered blessed, which means it has special effects on certain creatures.<br \/>Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"See text","target":"","effect":"","area":"See text","duration":"1 round (see text)","saving_throw":"None","spell_resistance":"No","description":"You speak up to five words, which are magically amplified to be heard by all hearing creatures within half a mile.\nAll within the area hear the words as loud as you spoke them.\nThe spell does not harm people who hear it and cannot transmit magical effects (such as a harpy's song, sonic spells, or charm effects), although a creature already affected by a magical effect (such as a suggestion) could respond to a nonmagical trigger word deployed by a warning shout.\nAnyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within the area is woken by the warning shout.","short_description":"You speak up to five words, which are magically amplified to be heard by all hearing creatures within...","material_components":"0","name":"Warning Shout","level":"Paladin 1","full_text":"<div><p><h5>Warning Shout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You speak up to five words, which are magically amplified to be heard by all hearing creatures within half a mile.<br \/>All within the area hear the words as loud as you spoke them.<br \/>The spell does not harm people who hear it and cannot transmit magical effects (such as a harpy&#39;s song, sonic spells, or charm effects), although a creature already affected by a magical effect (such as a suggestion) could respond to a nonmagical trigger word deployed by a warning shout.<br \/>Anyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within the area is woken by the warning shout.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One weapon or fifty blunt projectiles, all of which must be in contact with one another at the time of casting","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"This spell makes a blunt weapon have greater impact, improving its ability to deal telling blows.\nThis transmutation doubles the threat range of the blunt weapon.\nA normal threat range of 20 becomes 19-20.\nA threat range of 19-20 becomes 17-20.\nThe spell has no effect on piercing or slashing weapons, and it does not stack with itself.\nIf cast on sling bullets or other blunt projectiles, the weapon of impact effect on a particular projectile ends after one use, whether or not the missile strikes its intended target.","short_description":"This spell makes a blunt weapon have greater impact, improving its ability to deal telling blows.","material_components":"0","name":"Weapon of Impact","level":"Bard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Weapon of Impact<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a blunt weapon have greater impact, improving its ability to deal telling blows.<br \/>This transmutation doubles the threat range of the blunt weapon.<br \/>A normal threat range of 20 becomes 19-20.<br \/>A threat range of 19-20 becomes 17-20.<br \/>The spell has no effect on piercing or slashing weapons, and it does not stack with itself.<br \/>If cast on sling bullets or other blunt projectiles, the weapon of impact effect on a particular projectile ends after one use, whether or not the missile strikes its intended target.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"Your weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You must be using your deity's favored weapon to cast this spell.\nYou may use the weapon as if you had proficiency with it even if you normally do not.\nThe weapon gains a +1 enhancement bonus on attack and damage rolls, and an additional special ability (see the list below).\nA double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.\nIf your deity's weapon is unarmed strike, your hand is treated as if under the effects of a magic fang (or greater magic fang, as appropriate) spell, that hand is considered armed, the special ability functions normally, and you can touch creatures without invoking the special ability if you desire.\nWhen your caster level reaches 9th, the enhancement bonus of the weapon increases to +2.\nAt 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.768","short_description":"You must be using your deity's favored weapon to cast this spell.","material_components":"0","name":"Weapon of the Deity","level":"Blackguard 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Weapon of the Deity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You must be using your deity&#39;s favored weapon to cast this spell.<br \/>You may use the weapon as if you had proficiency with it even if you normally do not.<br \/>The weapon gains a +1 enhancement bonus on attack and damage rolls, and an additional special ability (see the list below).<br \/>A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.<br \/>If your deity&#39;s weapon is &quot;unarmed strike&quot;, your hand is treated as if under the effects of a magic fang (or greater magic fang, as appropriate) spell, that hand is considered armed, the special ability functions normally, and you can touch creatures without invoking the special ability if you desire.<br \/>When your caster level reaches 9th, the enhancement bonus of the weapon increases to +2.<br \/>At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.768<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell allows you to scribe any one of several potent runes.\nTwo new symbols are described below; the others appear in the symbol spell description in the Player's Handbook.\nDeath Symbol of Bane: This type of symbol was created by the worshipers of Bane and lost until that dark deity was reborn in 1372 DR.\nA death symbol of Bane is always carefully engraved and never quickly scribed.\nIt is triggered as you designate, within the guidelines of the symbol spell.\nHowever, a person wearing a holy symbol of Bane never triggers the spell.\nA death symbol of Bane functions exactly like a symbol of death,\nexcept that any creatures within 60 feet of the death symbol of Bane that survive must make two more Fortitude saves, the first to avoid taking 1d12 points of cold damage and the second to avoid the effects of a doom spell.\nThis version of the symbol spell has the death and evil descriptors.\nMaterial Component: A paste made from the symbol spell's material components and the blood of intelligent sacrificed creatures (minimum 3 Intelligence) whose Hit Dice total at least 30 that have been killed within the past year.\nOnce a creature's blood is used for this spell, that same creature's blood cannot be used in the material component for another death symbol of Bane.\nSymbol of Spell Loss: This is another variant of the symbol spell.\nWhen triggered, the symbol of spell loss begins to attack the minds of spellcasters within 60 feet.\nEach caster must attempt a Will saving throw every round he or she is in this area.\nFailure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells like a sorcerer or bard) is lost.\nThe symbol remains until it has erased 30 levels of spells.\nThe symbol attacks creatures with spell-like abilities as if they had spells.\nIt has no effect on creatures without spells or spell-like abilities.\nThis version of the symbol spell is a mind-affecting spell.","short_description":"This spell allows you to scribe any one of several potent runes.","material_components":"0","name":"Symbol","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Symbol<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to scribe any one of several potent runes.<br \/>Two new symbols are described below; the others appear in the symbol spell description in the Player&#39;s Handbook.<br \/>Death Symbol of Bane: This type of symbol was created by the worshipers of Bane and lost until that dark deity was reborn in 1372 DR.<br \/>A death symbol of Bane is always carefully engraved and never quickly scribed.<br \/>It is triggered as you designate, within the guidelines of the symbol spell.<br \/>However, a person wearing a holy symbol of Bane never triggers the spell.<br \/>A death symbol of Bane functions exactly like a symbol of death,<br \/>except that any creatures within 60 feet of the death symbol of Bane that survive must make two more Fortitude saves, the first to avoid taking 1d12 points of cold damage and the second to avoid the effects of a doom spell.<br \/>This version of the symbol spell has the death and evil descriptors.<br \/>Material Component: A paste made from the symbol spell&#39;s material components and the blood of intelligent sacrificed creatures (minimum 3 Intelligence) whose Hit Dice total at least 30 that have been killed within the past year.<br \/>Once a creature&#39;s blood is used for this spell, that same creature&#39;s blood cannot be used in the material component for another death symbol of Bane.<br \/>Symbol of Spell Loss: This is another variant of the symbol spell.<br \/>When triggered, the symbol of spell loss begins to attack the minds of spellcasters within 60 feet.<br \/>Each caster must attempt a Will saving throw every round he or she is in this area.<br \/>Failure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells like a sorcerer or bard) is lost.<br \/>The symbol remains until it has erased 30 levels of spells.<br \/>The symbol attacks creatures with spell-like abilities as if they had spells.<br \/>It has no effect on creatures without spells or spell-like abilities.<br \/>This version of the symbol spell is a mind-affecting spell.<\/p><\/p>Reference: Magic of Faerun<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"When you cast essentia lock, you freeze the subject's current allocation of essentia in place.\nThe target is unable to shift essentia to or from any soulmelds, feats, or other essentia receptacles he might possess, and must maintain his current allocation of essentia for the duration of the spell.\nCreatures without essentia are unaffected by this spell.\nArcane Focus: A tiny padlock made of silver (10 gp).","short_description":"When you cast essentia lock, you freeze the subject's current allocation of essentia in place.","material_components":"0","name":"Essentia Lock","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Essentia Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast essentia lock, you freeze the subject&#39;s current allocation of essentia in place.<br \/>The target is unable to shift essentia to or from any soulmelds, feats, or other essentia receptacles he might possess, and must maintain his current allocation of essentia for the duration of the spell.<br \/>Creatures without essentia are unaffected by this spell.<br \/>Arcane Focus: A tiny padlock made of silver (10 gp).<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No; see text","description":"You ward a creature from attacks by soulmelds and incarnum creatures.\nThe spell forms a barrier at a distance of 1 foot around the warded creature.\nThe barrier is normally invisible, but it flashes electric blue when struck by an incarnum creature's natural weapon attack or an effect generated by a soulmeld.\nWhile protected, the subject gains a +2 deflection bonus to Armor Class and a +2 resistance bonus on saves.\nBoth of these bonuses apply only against natural weapon attacks made by incarnum creatures or effects created by soulmelds.\nA side effect of this spell is that it prevents the subject from gaining essentia, even if such an effect would be considered beneficial.\nSuch effects automatically fail if targeted on the protected subject.","short_description":"You ward a creature from attacks by soulmelds and incarnum creatures.","material_components":"0","name":"Protection from Incarnum","level":"Blackguard 1 \/ Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Protection from Incarnum<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>You ward a creature from attacks by soulmelds and incarnum creatures.<br \/>The spell forms a barrier at a distance of 1 foot around the warded creature.<br \/>The barrier is normally invisible, but it flashes electric blue when struck by an incarnum creature&#39;s natural weapon attack or an effect generated by a soulmeld.<br \/>While protected, the subject gains a +2 deflection bonus to Armor Class and a +2 resistance bonus on saves.<br \/>Both of these bonuses apply only against natural weapon attacks made by incarnum creatures or effects created by soulmelds.<br \/>A side effect of this spell is that it prevents the subject from gaining essentia, even if such an effect would be considered beneficial.<br \/>Such effects automatically fail if targeted on the protected subject.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"40-ft. radius emanating from the touched point","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create an immobile area within which no incarnum can be used.\nAll soulmelds are suppressed within the soulbanned zone.\nEssentia cannot be invested or reallocated by any creature within the area; currently invested essentia has no effect inside the zone.\nIncarnum creatures are not otherwise affected by the soulbanned zone (they can enter normally).\nOnly creatures entirely within the soulbanned zone are affected.\nShould a creature be larger than the area enclosed by the soulbanned zone (or only partially within it), it can use its essentia incarnum-based abilities normally.","short_description":"You create an immobile area within which no incarnum can be used.","material_components":"0","name":"Soulbanned Zone","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Soulbanned Zone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create an immobile area within which no incarnum can be used.<br \/>All soulmelds are suppressed within the soulbanned zone.<br \/>Essentia cannot be invested or reallocated by any creature within the area; currently invested essentia has no effect inside the zone.<br \/>Incarnum creatures are not otherwise affected by the soulbanned zone (they can enter normally).<br \/>Only creatures entirely within the soulbanned zone are affected.<br \/>Should a creature be larger than the area enclosed by the soulbanned zone (or only partially within it), it can use its essentia incarnum-based abilities normally.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"All soulmelds shaped on one creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of scattered incarnum.\nMake a caster level check (1d20 + caster level, maximum +25) against each of the soulmelds shaped on the chosen creature (against a DC of 11 + meldshaper level), starting with the soulmeld with the highest essentia investment (break ties randomly).\nAdd +4 to the DC if the soulmeld is bound to a chakra.\nEssentia invested in unshaped soulmelds returns to its owner's essentia pool.","short_description":"This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of sca...","material_components":"0","name":"Soulmeld Disjunction","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Soulmeld Disjunction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of scattered incarnum.<br \/>Make a caster level check (1d20 + caster level, maximum +25) against each of the soulmelds shaped on the chosen creature (against a DC of 11 + meldshaper level), starting with the soulmeld with the highest essentia investment (break ties randomly).<br \/>Add +4 to the DC if the soulmeld is bound to a chakra.<br \/>Essentia invested in unshaped soulmelds returns to its owner&#39;s essentia pool.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One object or soulmeld","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"You attempt to suppress the functioning of a single magic item or soulmeld.\nIf you succeed on a caster level check against the item or soulmeld (against a DC of 11 + meldshaper level), the item or soulmeld loses all magical properties for the duration of the spell.\nThis is identical to the effect of a dispel magic spell targeted on an object, except for duration and your ability to invest essentia to improve your caster level check.\nThis spell has no effect on ongoing spell effects, even if those effects are on items (such as greater magic weapon).\nEssentia: Every point of essentia invested in this spell grants you a +2 insight bonus on your caster level check to suppress the item.\nIf the spell fails to affect the item, the invested essentia immediately returns to your pool.","short_description":"You attempt to suppress the functioning of a single magic item or soulmeld.","material_components":"0","name":"Suppress Magic","level":"Cleric 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Suppress Magic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You attempt to suppress the functioning of a single magic item or soulmeld.<br \/>If you succeed on a caster level check against the item or soulmeld (against a DC of 11 + meldshaper level), the item or soulmeld loses all magical properties for the duration of the spell.<br \/>This is identical to the effect of a dispel magic spell targeted on an object, except for duration and your ability to invest essentia to improve your caster level check.<br \/>This spell has no effect on ongoing spell effects, even if those effects are on items (such as greater magic weapon).<br \/>Essentia: Every point of essentia invested in this spell grants you a +2 insight bonus on your caster level check to suppress the item.<br \/>If the spell fails to affect the item, the invested essentia immediately returns to your pool.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You unshape (destroy) one soulmeld currently shaped on the target creature.\nYou can choose a specific soulmeld if you wish; otherwise, the soulmeld affected is chosen randomly from all those currently shaped on the target.\nTo succeed in unshaping the soulmeld, you must make a caster level check (1d20 + your caster level, maximum +15) against a DC of 11 + the meldshaper level of the soulmeld (add +4 to the DC if the soulmeld is bound to a chakra).\nIf the unshaped soulmeld was bound to one of the target's chakras, the target takes damage equal to 3d6 points plus 1 additional point per caster level (maximum 3d6+15).\nEssentia invested in an unshaped soulmeld returns to the target's essentia pool.\nIf the target creature has no soulmelds shaped, this spell has no effect.","short_description":"You unshape (destroy) one soulmeld currently shaped on the target creature.","material_components":"0","name":"Unshape Soulmeld","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Unshape Soulmeld<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You unshape (destroy) one soulmeld currently shaped on the target creature.<br \/>You can choose a specific soulmeld if you wish; otherwise, the soulmeld affected is chosen randomly from all those currently shaped on the target.<br \/>To succeed in unshaping the soulmeld, you must make a caster level check (1d20 + your caster level, maximum +15) against a DC of 11 + the meldshaper level of the soulmeld (add +4 to the DC if the soulmeld is bound to a chakra).<br \/>If the unshaped soulmeld was bound to one of the target&#39;s chakras, the target takes damage equal to 3d6 points plus 1 additional point per caster level (maximum 3d6+15).<br \/>Essentia invested in an unshaped soulmeld returns to the target&#39;s essentia pool.<br \/>If the target creature has no soulmelds shaped, this spell has no effect.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As conjure lesser midnight construct, except as noted above and as follows.\nYou conjure a greater midnight construct instead of a lesser midnight construct.\nEssentia: In addition to the options listed for conjure lesser midnight construct and conjure midnight construct, you gain two new options for modifying your midnight construct by investing essentia:\n* Teleportation: Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).\n* Soulburning Aura: Bestow a damaging aura of dark soul-energy.\nThe aura deals 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1\/2 construct's HD + essentia invested) to all creatures adjacent to the construct at the end of the construct's turn.","short_description":"As conjure lesser midnight construct, except as noted above and as follows.","material_components":"0","name":"Conjure Greater Midnight Construct","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Conjure Greater Midnight Construct<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As conjure lesser midnight construct, except as noted above and as follows.<br \/>You conjure a greater midnight construct instead of a lesser midnight construct.<br \/>Essentia: In addition to the options listed for conjure lesser midnight construct and conjure midnight construct, you gain two new options for modifying your midnight construct by investing essentia:\n\t<ul>\n\t\t<li>Teleportation: Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).<\/li>\n\t\t<li>Soulburning Aura: Bestow a damaging aura of dark soul-energy.<\/li>\n\t<\/ul><br \/>The aura deals 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1\/2 construct&#39;s HD + essentia invested) to all creatures adjacent to the construct at the end of the construct&#39;s turn.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One conjured midnight construct","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create a single lesser midnight construct (see page 184).\nThe creature appears where you designate and acts immediately, on your turn.\nIt attacks your opponents to the best of its ability.\nAs a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions.\nThe midnight construct acts normally on the last round of the spell's duration and dissipates at the end of its turn.\nMidnight constructs are not summoned; they are created on the plane you inhabit, using incarnum you coalesce.\nThus, they are not subject to effects that hedge out or otherwise affect outsiders or summoned creatures.\nEssentia: You can invest essentia in a midnight construct when you create it to gain one or more of the following modifications to the construct.\nEvery point of essentia can be invested in any one modification.\n* Combat Power: +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.\n* Damage Reduction: Increase the construct's DR by 2 points per point of essentia invested.\n* Land Speed Increase: Increase the construct's land speed by 10 feet per point of essentia invested.\nMaterial Component: A bead of dark glass.","short_description":"You create a single lesser midnight construct (see page 184).","material_components":"0","name":"Conjure Lesser Midnight Construct","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Conjure Lesser Midnight Construct<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One conjured midnight construct<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a single lesser midnight construct (see page 184).<br \/>The creature appears where you designate and acts immediately, on your turn.<br \/>It attacks your opponents to the best of its ability.<br \/>As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions.<br \/>The midnight construct acts normally on the last round of the spell&#39;s duration and dissipates at the end of its turn.<br \/>Midnight constructs are not summoned; they are created on the plane you inhabit, using incarnum you coalesce.<br \/>Thus, they are not subject to effects that hedge out or otherwise affect outsiders or summoned creatures.<br \/>Essentia: You can invest essentia in a midnight construct when you create it to gain one or more of the following modifications to the construct.<br \/>Every point of essentia can be invested in any one modification.\n\t<ul>\n\t\t<li>Combat Power: +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.<\/li>\n\t\t<li>Damage Reduction: Increase the construct&#39;s DR by 2 points per point of essentia invested.<\/li>\n\t\t<li>Land Speed Increase: Increase the construct&#39;s land speed by 10 feet per point of essentia invested.<\/li>\n\t<\/ul><br \/>Material Component: A bead of dark glass.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As conjure lesser midnight construct, except as noted above and as follows.\nYou conjure a midnight construct instead of a lesser midnight construct.\nEssentia: In addition to the options listed for conjure lesser midnight construct, you gain two new options for modifying your midnight construct by investing essentia:\n* Fly Speed: Bestow a fly speed of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).\n* Deadly Aura: Bestow a damaging aura.\nThe aura deals 1d6 points of damage per point of essentia invested (Fort half, DC 10 + 1\/2 construct's HD + essentia invested) to all creatures adjacent to the construct at the end of the construct's turn.","short_description":"As conjure lesser midnight construct, except as noted above and as follows.","material_components":"0","name":"Conjure Midnight Construct","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Conjure Midnight Construct<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As conjure lesser midnight construct, except as noted above and as follows.<br \/>You conjure a midnight construct instead of a lesser midnight construct.<br \/>Essentia: In addition to the options listed for conjure lesser midnight construct, you gain two new options for modifying your midnight construct by investing essentia:\n\t<ul>\n\t\t<li>Fly Speed: Bestow a fly speed of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).<\/li>\n\t\t<li>Deadly Aura: Bestow a damaging aura.<\/li>\n\t<\/ul><br \/>The aura deals 1d6 points of damage per point of essentia invested (Fort half, DC 10 + 1\/2 construct&#39;s HD + essentia invested) to all creatures adjacent to the construct at the end of the construct&#39;s turn.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (20 ft. radius, 40 ft. high)","duration":"1 round\/level","saving_throw":"Will half","spell_resistance":"No","description":"This spell creates a whirling storm of jagged incarnum blades that inflict psychic damage on all within their area.\nThis storm of incarnum blades deals 1d6 points of Wisdom damage to all living creatures within the area (Will half).\nThis damage is dealt each round at the end of your turn (as well as to any creature who enters the storm).\nYou can move the incarnum bladestorm up to 10 feet as a move action.\nEssentia: For every point of essentia you invest, the incarnum blades deal 1 additional point of Wisdom damage.\nMaterial Component: A handful of needles.","short_description":"This spell creates a whirling storm of jagged incarnum blades that inflict psychic damage on all with...","material_components":"0","name":"Incarnum Bladestorm","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Incarnum Bladestorm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a whirling storm of jagged incarnum blades that inflict psychic damage on all within their area.<br \/>This storm of incarnum blades deals 1d6 points of Wisdom damage to all living creatures within the area (Will half).<br \/>This damage is dealt each round at the end of your turn (as well as to any creature who enters the storm).<br \/>You can move the incarnum bladestorm up to 10 feet as a move action.<br \/>Essentia: For every point of essentia you invest, the incarnum blades deal 1 additional point of Wisdom damage.<br \/>Material Component: A handful of needles.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Large weapon of incarnum","area":"","duration":"1 round\/level (D)","saving_throw":"Will partial","spell_resistance":"No","description":"An oversized weapon made of pure incarnum springs into existence and attacks opponents at a distance, as you direct it, dealing 2d6 points of damage per hit.\nIn addition, any living creature struck by the incarnum weapon takes 1 point of Wisdom drain (a successful Will save negates the Wisdom drain).\nThe weapon takes a form based on your alignment: battleaxe (chaotic), flail (evil), warhammer (good), or longsword (law).\nCasters can choose any weapon whose alignment is not opposed to theirs (neutral casters can choose any of the four weapons).\nRegardless of the weapon's form, it threatens a critical only on a 20 and deals double damage on a critical hit.\nThe incarnum weapon strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn.\nIt uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus.\nIt strikes as a spell, not as a weapon; for example, it can damage creatures that have damage reduction.\nThe weapon always strikes from your direction.\nIt does not get a flanking bonus or help a combatant get one.\nYour feats or combat actions do not affect the weapon.\nIf the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, it returns to you and hovers.\nEach round after the first, you can use a move action to redirect the weapon to a new target.\nIf you do not, the weapon continues to attack the previous round's target.\nOn any round that the weapon switches targets, it gets one attack.\nSubsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to.\nAn incarnum weapon cannot be harmed by physical attacks, but it can be affected by any effect that would affect a spell or a soulmeld.\nAn incarnum weapon's Armor Class against touch attacks is 11 (10 + size bonus for Small object).\nEssentia: Every point of essentia you invest in the incarnum weapon adds a +1 insight bonus on the weapon's attack rolls and damage rolls and expands the weapon's critical threat range by 1.\nFor example, an incarnum weapon spell with 2 points of essentia invested would have a +2 insight bonus on attack rolls and damage rolls and would have a critical threat range of 18-20.","short_description":"An oversized weapon made of pure incarnum springs into existence and attacks opponents at a distance,...","material_components":"0","name":"Incarnum Weapon","level":"Cleric 5","full_text":"<div><p><h5>Incarnum Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Large weapon of incarnum<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An oversized weapon made of pure incarnum springs into existence and attacks opponents at a distance, as you direct it, dealing 2d6 points of damage per hit.<br \/>In addition, any living creature struck by the incarnum weapon takes 1 point of Wisdom drain (a successful Will save negates the Wisdom drain).<br \/>The weapon takes a form based on your alignment: battleaxe (chaotic), flail (evil), warhammer (good), or longsword (law).<br \/>Casters can choose any weapon whose alignment is not opposed to theirs (neutral casters can choose any of the four weapons).<br \/>Regardless of the weapon&#39;s form, it threatens a critical only on a 20 and deals double damage on a critical hit.<br \/>The incarnum weapon strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn.<br \/>It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus.<br \/>It strikes as a spell, not as a weapon; for example, it can damage creatures that have damage reduction.<br \/>The weapon always strikes from your direction.<br \/>It does not get a flanking bonus or help a combatant get one.<br \/>Your feats or combat actions do not affect the weapon.<br \/>If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, it returns to you and hovers.<br \/>Each round after the first, you can use a move action to redirect the weapon to a new target.<br \/>If you do not, the weapon continues to attack the previous round&#39;s target.<br \/>On any round that the weapon switches targets, it gets one attack.<br \/>Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to.<br \/>An incarnum weapon cannot be harmed by physical attacks, but it can be affected by any effect that would affect a spell or a soulmeld.<br \/>An incarnum weapon&#39;s Armor Class against touch attacks is 11 (10 + size bonus for Small object).<br \/>Essentia: Every point of essentia you invest in the incarnum weapon adds a +1 insight bonus on the weapon&#39;s attack rolls and damage rolls and expands the weapon&#39;s critical threat range by 1.<br \/>For example, an incarnum weapon spell with 2 points of essentia invested would have a +2 insight bonus on attack rolls and damage rolls and would have a critical threat range of 18-20.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Incarnum wall whose area is up to one 5-ft. square\/level","area":"","duration":"1 minute\/level (D)","saving_throw":"Will partial; see text","spell_resistance":"No","description":"You cause a flat, vertical, opaque barrier of incarnum to spring into being.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object, but it can be adjacent to such.\nIt must always be a flat plane, although you can shape its edges to fit the available space.\nThe wall of incarnum must be anchored to a surface, but this can be a floor, a ceiling, or even a wall.\nThe wall of incarnum can't be moved once it is created.\nA wall of incarnum is 1 inch thick.\nIt can be dispelled, but it cannot be damaged or broken, and spells cannot pass through it.\nEthereal creatures can pass through it, but any other creature (including the caster) attempting to pass through a wall must succeed on aWill save or be blocked by the barrier.\nRegardless of the save's result, the wall of incarnum deals 1d4 points of essentia damage (or Wisdom damage if the creature has no essentia) to the creature.\nEssentia: Every point of essentia invested in the wall of\nincarnum increases the damage dealt on a failed Will save by 1 point.\nMaterial Component: A tiny, shield-shaped piece of blue quartz.","short_description":"You cause a flat, vertical, opaque barrier of incarnum to spring into being.","material_components":"0","name":"Wall of Incarnum","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Wall of Incarnum<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Incarnum wall whose area is up to one 5-ft. square\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a flat, vertical, opaque barrier of incarnum to spring into being.<br \/>The wall cannot be conjured so that it occupies the same space as a creature or another object, but it can be adjacent to such.<br \/>It must always be a flat plane, although you can shape its edges to fit the available space.<br \/>The wall of incarnum must be anchored to a surface, but this can be a floor, a ceiling, or even a wall.<br \/>The wall of incarnum can&#39;t be moved once it is created.<br \/>A wall of incarnum is 1 inch thick.<br \/>It can be dispelled, but it cannot be damaged or broken, and spells cannot pass through it.<br \/>Ethereal creatures can pass through it, but any other creature (including the caster) attempting to pass through a wall must succeed on aWill save or be blocked by the barrier.<br \/>Regardless of the save&#39;s result, the wall of incarnum deals 1d4 points of essentia damage (or Wisdom damage if the creature has no essentia) to the creature.<br \/>Essentia: Every point of essentia invested in the wall of<br \/>incarnum increases the damage dealt on a failed Will save by 1 point.<br \/>Material Component: A tiny, shield-shaped piece of blue quartz.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You bestow the soul of a great ancient spellcaster on the creature touched, giving him great skill with magic.\nAs an immediate action, the target creature can activate the adept spirit.\nWhile active, the spirit's wisdom and learning provide the recipient of the spell with a +1 insight bonus to caster level and a +2 insight bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks.\nThe adept spirit remains active for 1 minute, and then its power is expended and the spell ends.\nNo creature can be the target of more than one adept spirit spell simultaneously.\nIf a second is cast before the first has been discharged, the second spell dissipates to no effect.\nEssentia: For every point of essentia you invest in this spell, the bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks provided by the spirit improves by 1.\n(The bonus to caster level is not improved by essentia investment).","short_description":"You bestow the soul of a great ancient spellcaster on the creature touched, giving him great skill wi...","material_components":"0","name":"Adept Spirit","level":"Cleric 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Adept Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You bestow the soul of a great ancient spellcaster on the creature touched, giving him great skill with magic.<br \/>As an immediate action, the target creature can activate the adept spirit.<br \/>While active, the spirit&#39;s wisdom and learning provide the recipient of the spell with a +1 insight bonus to caster level and a +2 insight bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks.<br \/>The adept spirit remains active for 1 minute, and then its power is expended and the spell ends.<br \/>No creature can be the target of more than one adept spirit spell simultaneously.<br \/>If a second is cast before the first has been discharged, the second spell dissipates to no effect.<br \/>Essentia: For every point of essentia you invest in this spell, the bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks provided by the spirit improves by 1.<br \/>(The bonus to caster level is not improved by essentia investment).<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As adept spirit, except as noted above.\nEach target must activate his own adept spirit separately.","short_description":"As adept spirit, except as noted above.","material_components":"0","name":"Adept Spirit, Mass","level":"Cleric 6 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Adept Spirit, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>As adept spirit, except as noted above.<br \/>Each target must activate his own adept spirit separately.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You bestow a small portion of the soul-energy of the animal kingdom on the creature touched, granting him some of an animal's sensory capabilities.\nAs an immediate action, the target creature can activate the animal spirit.\nWhile active, the spirit's keen senses provide the recipient of the spell with low-light vision and scent, as well as a +2 insight bonus on Wisdom checks and Wisdom-based skill checks.\nThe animal spirit remains active for 1 minute, and then its power is expended and the spell ends.\nNo creature can be the target of more than one animal spirit spell simultaneously.\nIf a second is cast before the first has been discharged, the second spell dissipates to no effect.\nEssentia: For every point of essentia you invest in this spell, the bonus on Wisdom checks and Wisdom-based skill checks provided by the spirit improves by 2.","short_description":"You bestow a small portion of the soul-energy of the animal kingdom on the creature touched, granting...","material_components":"0","name":"Animal Spirit","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Animal Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You bestow a small portion of the soul-energy of the animal kingdom on the creature touched, granting him some of an animal&#39;s sensory capabilities.<br \/>As an immediate action, the target creature can activate the animal spirit.<br \/>While active, the spirit&#39;s keen senses provide the recipient of the spell with low-light vision and scent, as well as a +2 insight bonus on Wisdom checks and Wisdom-based skill checks.<br \/>The animal spirit remains active for 1 minute, and then its power is expended and the spell ends.<br \/>No creature can be the target of more than one animal spirit spell simultaneously.<br \/>If a second is cast before the first has been discharged, the second spell dissipates to no effect.<br \/>Essentia: For every point of essentia you invest in this spell, the bonus on Wisdom checks and Wisdom-based skill checks provided by the spirit improves by 2.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As animal spirit, except as noted above.\nEach target must activate his own animal spirit separately.","short_description":"As animal spirit, except as noted above.","material_components":"0","name":"Animal Spirit, Mass","level":"Druid 6","full_text":"<div><p><h5>Animal Spirit, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>As animal spirit, except as noted above.<br \/>Each target must activate his own animal spirit separately.<\/p><\/p>Reference: Magic of Incarnum<\/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","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of incarnum.\nThe amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of incarnum (including creatures with the incarnum subtype, soulmelds, or magic items invested with essentia).\n2nd Round:Number of incarnum auras (soulmelds, creatures with the incarnum subtype, and so on) in the area and the power of the most potent aura present (see the table).\n3rd Round: The power and location of each aura.\nIf an aura is outside your line of sight, you can discern its\ndirection but not its exact location.\nThe power of an incarnum aura depends on the type of creature or object that you're detecting and its Hit Dice or caster level, as shown on the table.\nIf an aura falls into more than one strength category, the spell indicates the stronger of the two.","short_description":"You can sense the presence of incarnum.","material_components":"0","name":"Detect Incarnum","level":"Bard 1 \/ Blackguard 1 \/ Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Detect Incarnum<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Blackguard 1 \/ Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the presence of incarnum.<br \/>The amount of information revealed depends on how long you study a particular area or subject.<br \/>1st Round: Presence or absence of incarnum (including creatures with the incarnum subtype, soulmelds, or magic items invested with essentia).<br \/>2nd Round:Number of incarnum auras (soulmelds, creatures with the incarnum subtype, and so on) in the area and the power of the most potent aura present (see the table).<br \/>3rd Round: The power and location of each aura.<br \/>If an aura is outside your line of sight, you can discern its<br \/>direction but not its exact location.<br \/>The power of an incarnum aura depends on the type of creature or object that you&#39;re detecting and its Hit Dice or caster level, as shown on the table.<br \/>If an aura falls into more than one strength category, the spell indicates the stronger of the two.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You bestow a prescient unborn soul on the creature touched, giving him an uncanny ability to anticipate danger.\nAs an immediate action, the target creature can activate the guardian spirit.\nWhile active, the spirit's prescience provides the recipient of the spell with a +2 insight bonus on Armor Class, Reflex saving throws, Dexterity checks (including initiative checks), and Dexterity-based skill checks.\nThe guardian spirit remains active for 1 minute, and then its power is expended and the spell ends.\nNo creature can be the target of more than one guardian spirit spell simultaneously.\nIf a second is cast before the first has been discharged, the second spell dissipates to no effect.\nEssentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.","short_description":"You bestow a prescient unborn soul on the creature touched, giving him an uncanny ability to anticipa...","material_components":"0","name":"Guardian Spirit","level":"Cleric 3 \/ Ranger 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Guardian Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Ranger 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You bestow a prescient unborn soul on the creature touched, giving him an uncanny ability to anticipate danger.<br \/>As an immediate action, the target creature can activate the guardian spirit.<br \/>While active, the spirit&#39;s prescience provides the recipient of the spell with a +2 insight bonus on Armor Class, Reflex saving throws, Dexterity checks (including initiative checks), and Dexterity-based skill checks.<br \/>The guardian spirit remains active for 1 minute, and then its power is expended and the spell ends.<br \/>No creature can be the target of more than one guardian spirit spell simultaneously.<br \/>If a second is cast before the first has been discharged, the second spell dissipates to no effect.<br \/>Essentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As guardian spirit, except as noted above.\nEach target must activate his own guardian spirit separately.","short_description":"As guardian spirit, except as noted above.","material_components":"0","name":"Guardian Spirit, Mass","level":"Cleric 7 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Guardian Spirit, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>As guardian spirit, except as noted above.<br \/>Each target must activate his own guardian spirit separately.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You bestow the soul of a great ancient hero on the creature touched, giving him great skill in battle.\nAs an immediate action, he can activate the valiant spirit.\nWhile active, the spirit's courage provides the recipient of the spell with a +2 morale bonus on attack rolls, damage rolls, Fortitude saves, Strength checks, and Strength-based skill checks.\nThe valiant spirit remains active for 1 minute, and then its power is expended and the spell ends.\nNo creature can be the target of more than one valiant spirit spell simultaneously.\nIf a second is cast before the first has been discharged, the second spell dissipates to no effect.\nEssentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.","short_description":"You bestow the soul of a great ancient hero on the creature touched, giving him great skill in battle...","material_components":"0","name":"Valiant Spirit","level":"Bard 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Valiant Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You bestow the soul of a great ancient hero on the creature touched, giving him great skill in battle.<br \/>As an immediate action, he can activate the valiant spirit.<br \/>While active, the spirit&#39;s courage provides the recipient of the spell with a +2 morale bonus on attack rolls, damage rolls, Fortitude saves, Strength checks, and Strength-based skill checks.<br \/>The valiant spirit remains active for 1 minute, and then its power is expended and the spell ends.<br \/>No creature can be the target of more than one valiant spirit spell simultaneously.<br \/>If a second is cast before the first has been discharged, the second spell dissipates to no effect.<br \/>Essentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As valiant spirit, except as noted above.\nEach target must activate his own valiant spirit separately.","short_description":"As valiant spirit, except as noted above.","material_components":"0","name":"Valiant Spirit, Mass","level":"Cleric 8","full_text":"<div><p><h5>Valiant Spirit, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>As valiant spirit, except as noted above.<br \/>Each target must activate his own valiant spirit separately.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Line from you to a point you designate within range","duration":"1 round\/level (D)","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"When you cast this spell, you create a drifting lightning rod of incarnum that appears at the point you designate within range.\nInstantly, an arc of soul energy forms between you and the incarnum rod, creating a line.\nAt the end of your turn, any living creature in that line takes 1d6 points of damage (Reflex negates).\nIn subsequent rounds, incarnum arcs again between you and the rod at the end of your turn.\nYou can move the rod up to 20 feet by an act of will as a move action, or you can leave it in place and move yourself if you wish to change the path of the arc.\nIf the distance between you and the rod at the end of your turn is beyond the spell's range, no arc occurs but the spell remains active.\nEssentia: Every point of essentia invested in this spell increases the damage dealt by 1d6 points (2d6 points for 1 point of essentia, 3d6 points for 2 points of essentia, and so on).\nMaterial Component: A small brass rod.","short_description":"When you cast this spell, you create a drifting lightning rod of incarnum that appears at the point y...","material_components":"0","name":"Incarnum Arc","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Incarnum Arc<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you create a drifting &quot;lightning rod&quot; of incarnum that appears at the point you designate within range.<br \/>Instantly, an arc of soul energy forms between you and the incarnum rod, creating a line.<br \/>At the end of your turn, any living creature in that line takes 1d6 points of damage (Reflex negates).<br \/>In subsequent rounds, incarnum arcs again between you and the rod at the end of your turn.<br \/>You can move the rod up to 20 feet by an act of will as a move action, or you can leave it in place and move yourself if you wish to change the path of the arc.<br \/>If the distance between you and the rod at the end of your turn is beyond the spell&#39;s range, no arc occurs but the spell remains active.<br \/>Essentia: Every point of essentia invested in this spell increases the damage dealt by 1d6 points (2d6 points for 1 point of essentia, 3d6 points for 2 points of essentia, and so on).<br \/>Material Component: A small brass rod.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 swift action","range":"20 ft.","target":"Up to one creature\/level in a 20-ft. radius burst centered on you","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (harmless)","spell_resistance":"Yes (harmless)","description":"When you cast soulmeld blessing, you provide each affected creature with a surfeit of essentia.\nAffected creatures can immediately reallocate their essentia pool as if they had taken a swift action to do so (even though it isn't their turn and no action is required).\nEssentia that cannot be reallocated with a swift action (for example, essentia invested in an incarnum feat) cannot be redistributed.","short_description":"When you cast soulmeld blessing, you provide each affected creature with a surfeit of essentia.","material_components":"0","name":"Soulmeld Blessing","level":"Cleric 2","full_text":"<div><p><h5>Soulmeld Blessing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast soulmeld blessing, you provide each affected creature with a surfeit of essentia.<br \/>Affected creatures can immediately reallocate their essentia pool as if they had taken a swift action to do so (even though it isn&#39;t their turn and no action is required).<br \/>Essentia that cannot be reallocated with a swift action (for example, essentia invested in an incarnum feat) cannot be redistributed.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"Touch","target":"One living creature","effect":"","area":"","duration":"1 minute","saving_throw":"Will negates","spell_resistance":"Yes","description":"You invite the soul-energy of a long-departed mishtai (see the rilkan and skarn race descriptions in Chapter 1) to share a living body.\nThe would-be host must have an Intelligence, Wisdom, and Charisma of at least 5.\nThe mishtai that you channel is drawn from one particular era of the millennia of ancient mishtai history, and it possesses a particular station in the highly ordered mishtai society.\nThe mishtai helps or hinders but does not control the subject.\nRoll 1d6 and consult the table below to determine the nature of the mishtai that shares the subject's body and its effects upon him (if the subject is a skarn or rilkan, roll 1d10 instead).\nEssentia: Every point of essentia invested in this spell extends the duration by 1 minute.","short_description":"You invite the soul-energy of a long-departed mishtai (see the rilkan and skarn race descriptions in ...","material_components":"0","name":"Channel the Mishtai","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Channel the Mishtai<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You invite the soul-energy of a long-departed mishtai (see the rilkan and skarn race descriptions in Chapter 1) to share a living body.<br \/>The would-be host must have an Intelligence, Wisdom, and Charisma of at least 5.<br \/>The mishtai that you channel is drawn from one particular era of the millennia of ancient mishtai history, and it possesses a particular station in the highly ordered mishtai society.<br \/>The mishtai helps or hinders but does not control the subject.<br \/>Roll 1d6 and consult the table below to determine the nature of the mishtai that shares the subject&#39;s body and its effects upon him (if the subject is a skarn or rilkan, roll 1d10 instead).<br \/>Essentia: Every point of essentia invested in this spell extends the duration by 1 minute.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"Touch","target":"","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"As channel the mishtai, except as noted above and as follows.\nInstead of rolling randomly, you can choose which mishtai spirit to channel with this spell.\nIf the subject is a rilkan or skarn, you can choose any of the ten spirits; otherwise, you can choose only one of the first six listed.\nYou cannot attempt to channel the same spirit more than once per week.\nEssentia: Every point of essentia invested in this spell extends the duration by 1 hour.","short_description":"As channel the mishtai, except as noted above and as follows.","material_components":"0","name":"Channel the Mishtai, Greater","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Channel the Mishtai, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>As channel the mishtai, except as noted above and as follows.<br \/>Instead of rolling randomly, you can choose which mishtai spirit to channel with this spell.<br \/>If the subject is a rilkan or skarn, you can choose any of the ten spirits; otherwise, you can choose only one of the first six listed.<br \/>You cannot attempt to channel the same spirit more than once per week.<br \/>Essentia: Every point of essentia invested in this spell extends the duration by 1 hour.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all essentia he has currently invested (with some exceptions; see below) to return to his essentia pool as if the target had set his essentia investment to 0.\nThis doesn't prevent the target from reinvesting essentia normally on his next turn, but it might make him vulnerable in the meantime.\nEssentia invested in an incarnum feat or other receptacle that can't be reallocated by the target as a swift action can't be affected by this spell.","short_description":"By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all...","material_components":"0","name":"Divest Essentia","level":"Assassin 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Divest Essentia<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all essentia he has currently invested (with some exceptions; see below) to return to his essentia pool as if the target had set his essentia investment to 0.<br \/>This doesn&#39;t prevent the target from reinvesting essentia normally on his next turn, but it might make him vulnerable in the meantime.<br \/>Essentia invested in an incarnum feat or other receptacle that can&#39;t be reallocated by the target as a swift action can&#39;t be affected by this spell.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"When you cast this spell, you consume a small portion of your enemy's soul to strengthen your own personal essence and become stronger.\nYou deal 1d4 points of Charisma damage plus 1 additional point for every three caster levels, to a maximum of 1d4+5 points at caster level 15th.\nIf the target has an essentia pool, he instead loses essentia equal to the Charisma damage that would be dealt (if the damage is larger than the target's essentia pool, any leftover points of damage are dealt as Charisma damage).\nThis spell can't reduce a target's Charisma below 1.\nYou gain 1 point of temporary essentia for every point of essentia or Charisma damage you deal to the subject.\nThis temporary essentia remains in your pool for 1 minute, after which it dissipates.\nWhile you have it, you can use your temporary essentia just like normal essentia.\nMaterial Component: A black pearl worth at least 100 gp.","short_description":"When you cast this spell, you consume a small portion of your enemy's soul to strengthen your own per...","material_components":"0","name":"Rend Essentia","level":"Assassin 3 \/ Hexblade 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Rend Essentia<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Hexblade 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you consume a small portion of your enemy&#39;s soul to strengthen your own personal essence and become stronger.<br \/>You deal 1d4 points of Charisma damage plus 1 additional point for every three caster levels, to a maximum of 1d4+5 points at caster level 15th.<br \/>If the target has an essentia pool, he instead loses essentia equal to the Charisma damage that would be dealt (if the damage is larger than the target&#39;s essentia pool, any leftover points of damage are dealt as Charisma damage).<br \/>This spell can&#39;t reduce a target&#39;s Charisma below 1.<br \/>You gain 1 point of temporary essentia for every point of essentia or Charisma damage you deal to the subject.<br \/>This temporary essentia remains in your pool for 1 minute, after which it dissipates.<br \/>While you have it, you can use your temporary essentia just like normal essentia.<br \/>Material Component: A black pearl worth at least 100 gp.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"Yes","description":"You rip away some of the target's personal essence, temporarily damaging the target's essentia pool.\nYou deal 1d4 points of essentia damage plus 1 additional point for every three caster levels, to a maximum of 1d4+3 points at caster level 9th.\nCreatures that do not have essentia pools suffer no ill effects from this spell.\nMaterial Component: A tiny crystal vial.","short_description":"You rip away some of the target's personal essence, temporarily damaging the target's essentia pool.","material_components":"0","name":"Soul Blight","level":"Assassin 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Soul Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Hexblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You rip away some of the target&#39;s personal essence, temporarily damaging the target&#39;s essentia pool.<br \/>You deal 1d4 points of essentia damage plus 1 additional point for every three caster levels, to a maximum of 1d4+3 points at caster level 9th.<br \/>Creatures that do not have essentia pools suffer no ill effects from this spell.<br \/>Material Component: A tiny crystal vial.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"1 minute","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"When you cast this spell, you invoke the power of souls unborn to reinforce the recipient's essentia pool.\nThe creature touched gains 1 point of temporary essentia for every three caster levels, to a maximum of 5 points of essentia at caster level 15th.\nThese temporary essentia points can be used just like normal essentia points for as long as soul boon lasts.\nMaterial Component: An empty insect cocoon.","short_description":"When you cast this spell, you invoke the power of souls unborn to reinforce the recipient's essentia ...","material_components":"0","name":"Soul Boon","level":"Cleric 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Soul Boon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you invoke the power of souls unborn to reinforce the recipient&#39;s essentia pool.<br \/>The creature touched gains 1 point of temporary essentia for every three caster levels, to a maximum of 5 points of essentia at caster level 15th.<br \/>These temporary essentia points can be used just like normal essentia points for as long as soul boon lasts.<br \/>Material Component: An empty insect cocoon.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 swift action","range":"Touch","target":"One melee weapon","effect":"","area":"","duration":"1 round\/3 levels","saving_throw":"None (object) or Fortitude negates; see text","spell_resistance":"No (object) or yes; see text","description":"You invest your weapon with the power to bleed away part of the victim's essentia.\nEach time you hit a living creature with a weapon affected by soulbleed wounding, that creature loses 1 point of essentia unless it succeeds on a Fortitude save.\nYou don't gain the essentia; it is simply lost.\nSpell resistance applies against this effect.\nIf any round of the spell's duration goes by in which no living creature is affected by the spell (either because you didn't hit a living creature or because no saving throw was failed), you take 1d6 points of damage from the spell.\nNo save or spell resistance is allowed to resist this effect.\nThis spell works only as long as you wield the weapon affected.\nAny other wielder gains no benefit from the effect.","short_description":"You invest your weapon with the power to bleed away part of the victim's essentia.","material_components":"0","name":"Soulbleed","level":"Assassin 4 \/ Blackguard 4","full_text":"<div><p><h5>Soulbleed<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Blackguard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object) or Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (object) or yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>You invest your weapon with the power to bleed away part of the victim&#39;s essentia.<br \/>Each time you hit a living creature with a weapon affected by soulbleed wounding, that creature loses 1 point of essentia unless it succeeds on a Fortitude save.<br \/>You don&#39;t gain the essentia; it is simply lost.<br \/>Spell resistance applies against this effect.<br \/>If any round of the spell&#39;s duration goes by in which no living creature is affected by the spell (either because you didn&#39;t hit a living creature or because no saving throw was failed), you take 1d6 points of damage from the spell.<br \/>No save or spell resistance is allowed to resist this effect.<br \/>This spell works only as long as you wield the weapon affected.<br \/>Any other wielder gains no benefit from the effect.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You temporarily sever one or more chakra binds between the target and his soulmelds and\/or magic items.\nThis affects one chakra bind for every four caster levels, to a maximum of three binds at 12th level.\nFor the spell's duration, the target creature loses all benefits of the severed chakra binds.\nThe target also takes 1d6 points of damage per chakra bind severed.\nAt the time of casting, you can choose particular chakra binds to sever (such as arms or soul).\nIf you do not choose specific chakra binds, the DM randomly determines which chakra binds are affected.\nEssentia: Every point of essentia you invest in this spell adds +1d6 to the damage dealt per chakra bind severed.","short_description":"You temporarily sever one or more chakra binds between the target and his soulmelds and\/or magic item...","material_components":"0","name":"Unbind Chakra","level":"Assassin 3 \/ Hexblade 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Unbind Chakra<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Hexblade 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You temporarily sever one or more chakra binds between the target and his soulmelds and\/or magic items.<br \/>This affects one chakra bind for every four caster levels, to a maximum of three binds at 12th level.<br \/>For the spell&#39;s duration, the target creature loses all benefits of the severed chakra binds.<br \/>The target also takes 1d6 points of damage per chakra bind severed.<br \/>At the time of casting, you can choose particular chakra binds to sever (such as arms or soul).<br \/>If you do not choose specific chakra binds, the DM randomly determines which chakra binds are affected.<br \/>Essentia: Every point of essentia you invest in this spell adds +1d6 to the damage dealt per chakra bind severed.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will partial","spell_resistance":"No","description":"You turn your opponent's essentia against him by beckoning to dark powers that prey on soulstuff.\nEach round on your turn, beginning on the round in which you cast this spell, your opponent takes damage equal to the amount of essentia in his essentia pool (up to a maximum value equal to your caster level) and is dazed for 1 round.\nA successful Will save halves the damage dealt and negates the daze effect; this save must be repeated each round that the spell lasts.","short_description":"You turn your opponent's essentia against him by beckoning to dark powers that prey on soulstuff.","material_components":"0","name":"Wrathful Doom","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Wrathful Doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You turn your opponent&#39;s essentia against him by beckoning to dark powers that prey on soulstuff.<br \/>Each round on your turn, beginning on the round in which you cast this spell, your opponent takes damage equal to the amount of essentia in his essentia pool (up to a maximum value equal to your caster level) and is dazed for 1 round.<br \/>A successful Will save halves the damage dealt and negates the daze effect; this save must be repeated each round that the spell lasts.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"1 round\/3 levels","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Your touch suffuses the target with incarnum.\nFor the duration of this spell, all soulmelds, incarnum feats, and other incarnum receptacles of the target are treated as if the maximum allowable quantity of essentia had been invested in them.\nThe subject is also immune to any effect that would reduce his essentia pool or unshape his soulmelds.\nEssentia: Every point of essentia invested in this spell extends its duration by 1 round.","short_description":"Your touch suffuses the target with incarnum.","material_components":"0","name":"Incarnum Apotheosis","level":"","full_text":"<div><p><h5>Incarnum Apotheosis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Your touch suffuses the target with incarnum.<br \/>For the duration of this spell, all soulmelds, incarnum feats, and other incarnum receptacles of the target are treated as if the maximum allowable quantity of essentia had been invested in them.<br \/>The subject is also immune to any effect that would reduce his essentia pool or unshape his soulmelds.<br \/>Essentia: Every point of essentia invested in this spell extends its duration by 1 round.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You infuse the target with incarnum laced with positive energy.\nHe gains fast healing 1.\nIn addition, any spell he casts that heals hit point damage heals an additional amount to each creature affected by that spell equal to your caster level or twice the healing spell's level, whichever is lower.\nFor example, a cleric casting mass cure serious wounds would add either +14 (twice the level of the mass cure serious wounds spell) or the incarnum vigor's caster level, whichever is lower, to the healing provided to each target of the spell.\nEssentia: Every point of essentia you invest in this spell increases the fast healing granted by 1 point.","short_description":"You infuse the target with incarnum laced with positive energy.","material_components":"0","name":"Incarnum Vigor","level":"Cleric 6 \/ Druid 7","full_text":"<div><p><h5>Incarnum Vigor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You infuse the target with incarnum laced with positive energy.<br \/>He gains fast healing 1.<br \/>In addition, any spell he casts that heals hit point damage heals an additional amount to each creature affected by that spell equal to your caster level or twice the healing spell&#39;s level, whichever is lower.<br \/>For example, a cleric casting mass cure serious wounds would add either +14 (twice the level of the mass cure serious wounds spell) or the incarnum vigor&#39;s caster level, whichever is lower, to the healing provided to each target of the spell.<br \/>Essentia: Every point of essentia you invest in this spell increases the fast healing granted by 1 point.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.","short_description":"As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, sh...","material_components":"0","name":"Open Greater Chakra","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Open Greater Chakra<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As open least chakra, except this allows you to open the subject&#39;s arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You use magical energies to pry open one chakra, allowing a creature to form a chakra bind that it otherwise could not.\n(The spell has no effect on chakras to which soulmelds or magic items are already bound; in other words, it does not allow you to double bind to a chakra).\nYou can open a creature's crown, feet, or hands chakra with this spell.\nA creature benefiting from this spell can bind a soulmeld or magic item to his opened chakra just as if he had gained the ability to form a chakra bind from a feat or class feature.","short_description":"You use magical energies to pry open one chakra, allowing a creature to form a chakra bind that it ot...","material_components":"0","name":"Open Least Chakra","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Open Least Chakra<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You use magical energies to pry open one chakra, allowing a creature to form a chakra bind that it otherwise could not.<br \/>(The spell has no effect on chakras to which soulmelds or magic items are already bound; in other words, it does not allow you to double bind to a chakra).<br \/>You can open a creature&#39;s crown, feet, or hands chakra with this spell.<br \/>A creature benefiting from this spell can bind a soulmeld or magic item to his opened chakra just as if he had gained the ability to form a chakra bind from a feat or class feature.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, or shoulders chakra.","short_description":"As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, or...","material_components":"0","name":"Open Lesser Chakra","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Open Lesser Chakra<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As open least chakra, except this allows you to open the subject&#39;s arms, brow, crown, feet, hands, or shoulders chakra.<\/p><\/p>Reference: Magic of Incarnum<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You gain a temporary respite from the natural effects of a specific plane.\nThese effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.\nAvoid planar effects provides protection from the 3d10 points of fire damage on a plane with the fire-dominant trait.\nAvoid planar effects lets a character breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane.\nA character protected by avoid planar effects can't be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character's normal hit point total.\nNegative-dominant planes don't deal damage or bestow negative levels to characters protected by avoid planar effects.\nIn addition, some effects specific to a plane are negated by avoid planar effects.\nIn the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells.\nYou can add additional protections for a cosmology you create.\nIf you have an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage suffered by everyone on the plane.\nThe effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait that some planes have (Elysium and Hades in the D&D cosmology).\nThe spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.\nThis spell allows you to survive on the Elemental Plane of Earth, but it won't protect you if you walk into a pool of magma on that same plane.","short_description":"You gain a temporary respite from the natural effects of a specific plane.","material_components":"0","name":"Avoid Planar Effects","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Avoid Planar Effects<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a temporary respite from the natural effects of a specific plane.<br \/>These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.<br \/>Avoid planar effects provides protection from the 3d10 points of fire damage on a plane with the fire-dominant trait.<br \/>Avoid planar effects lets a character breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane.<br \/>A character protected by avoid planar effects can&#39;t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character&#39;s normal hit point total.<br \/>Negative-dominant planes don&#39;t deal damage or bestow negative levels to characters protected by avoid planar effects.<br \/>In addition, some effects specific to a plane are negated by avoid planar effects.<br \/>In the D&amp;D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells.<br \/>You can add additional protections for a cosmology you create.<br \/>If you have an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage suffered by everyone on the plane.<br \/>The effects of gravity traits, alignment traits, and magic traits aren&#39;t negated by avoid planar effects, nor is the special entrapping trait that some planes have (Elysium and Hades in the D&amp;D cosmology).<br \/>The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.<br \/>This spell allows you to survive on the Elemental Plane of Earth, but it won&#39;t protect you if you walk into a pool of magma on that same plane.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"25 ft. + 5 ft.\/2 levels","target":"","effect":"","area":"25 ft. + 5 ft.\/2 levels spherical emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Upon casting this spell, you detonate a small ether cyclone on the Ethereal Plane centered on you.\nThose on the Material Plane are unaffected by the blast (including you if you cast it from there).\nHowever, all those on the Ethereal Plane within the spell's area are affected as if caught by an ether cyclone.\nThe cyclone lasts for the duration of the spell, and any who enter the area on the Ethereal Plane are caught by its force-winds and potentially swept away.\nIf you cast ether blast while on the Ethereal Plane, you are affected by the spell as well.\nUndead are not affected by this spell, nor are big ethereal objects.\nUnattended objects weighing 50 pounds or less are swept away by the Ethereal Plane.\nMaterial Component: The tooth of a creature that uses the Ethereal Plane, such a blink dog or an ethereal marauder, or the claw of a phase spider.","short_description":"Upon casting this spell, you detonate a small ether cyclone on the Ethereal Plane centered on you.","material_components":"0","name":"Ether Blast","level":"Cleric 4","full_text":"<div><p><h5>Ether Blast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>25 ft. + 5 ft.\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Upon casting this spell, you detonate a small ether cyclone on the Ethereal Plane centered on you.<br \/>Those on the Material Plane are unaffected by the blast (including you if you cast it from there).<br \/>However, all those on the Ethereal Plane within the spell&#39;s area are affected as if caught by an ether cyclone.<br \/>The cyclone lasts for the duration of the spell, and any who enter the area on the Ethereal Plane are caught by its force-winds and potentially swept away.<br \/>If you cast ether blast while on the Ethereal Plane, you are affected by the spell as well.<br \/>Undead are not affected by this spell, nor are big ethereal objects.<br \/>Unattended objects weighing 50 pounds or less are swept away by the Ethereal Plane.<br \/>Material Component: The tooth of a creature that uses the Ethereal Plane, such a blink dog or an ethereal marauder, or the claw of a phase spider.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"25-ft.-radius emanation centered on a point in space","duration":"8 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"As the alarm spell, and in addition the spell works on creatures traveling through the area on coterminous or coexistent planes, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.\nFocus: A bell made of carved crystal, worth at least 100 gp.","short_description":"As the alarm spell, and in addition the spell works on creatures traveling through the area on coterm...","material_components":"0","name":"Improved Alarm","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Improved Alarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>8 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As the alarm spell, and in addition the spell works on creatures traveling through the area on coterminous or coexistent planes, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.<br \/>Focus: A bell made of carved crystal, worth at least 100 gp.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One interplanar gate","effect":"","area":"","duration":"8 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"As the portal alarm spell, with the following additions:\n* You may designate the alarm set off by the improved portal alarm to be mental, audible, or both.\n* If a mental alarm is chosen, you receive a mental picture of all creatures that passed through the portal and which direction they passed through.\nThe mental image provides information as if you were standing 10 feet away from the portal.\n* You may enable another creature to receive the mental alarm instead of yourself.\nYou must touch the creature, which receives a Will saving throw to negate the effect, if applicable.\nFocus: A small leather pouch containing three brass bells.","short_description":"As the portal alarm spell, with the following additions:\n* You may designate the alarm set off by the...","material_components":"0","name":"Improved Portal Alarm","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Improved Portal Alarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>8 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As the portal alarm spell, with the following additions:\n\t<ul>\n\t\t<li>You may designate the alarm set off by the improved portal alarm to be mental, audible, or both.<\/li>\n\t\t<li>If a mental alarm is chosen, you receive a mental picture of all creatures that passed through the portal and which direction they passed through.<\/li>\n\t<\/ul><br \/>The mental image provides information as if you were standing 10 feet away from the portal.\n\t<ul>\n\t\t<li>You may enable another creature to receive the mental alarm instead of yourself.<\/li>\n\t<\/ul><br \/>You must touch the creature, which receives a Will saving throw to negate the effect, if applicable.<br \/>Focus: A small leather pouch containing three brass bells.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One interplanar portal","effect":"","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic portal the spell is cast upon.\nYou decide at the time of casting whether the portal alarm will be mental or audible.\nMental Alarm: A mental alarm alerts you (and only you) as long as you remain within one mile of the warded area and on the same plane.\nYou notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting).\nA silence spell has no effect on a mental alarm.\nAudible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard quite clearly up to 60 feet away, and it pierces closed doors and extends onto other planes.\nThe ringing may be heard faintly up to 180 feet away and lasts for 1 round.\nCreatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded.\nEthereal and astral creatures trigger the portal alarm if they pass through the portal.\nYou may set the portal alarm with a password, determined at the time of the casting, and this password may be discerned with the analyze portal spell.\nThose speaking the password before passing through the portal do not set off the alarm.\nMaterial Component: A tiny bell.","short_description":"Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes thro...","material_components":"0","name":"Portal Alarm","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Portal Alarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic portal the spell is cast upon.<br \/>You decide at the time of casting whether the portal alarm will be mental or audible.<br \/>Mental Alarm: A mental alarm alerts you (and only you) as long as you remain within one mile of the warded area and on the same plane.<br \/>You notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting).<br \/>A silence spell has no effect on a mental alarm.<br \/>Audible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard quite clearly up to 60 feet away, and it pierces closed doors and extends onto other planes.<br \/>The ringing may be heard faintly up to 180 feet away and lasts for 1 round.<br \/>Creatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded.<br \/>Ethereal and astral creatures trigger the portal alarm if they pass through the portal.<br \/>You may set the portal alarm with a password, determined at the time of the casting, and this password may be discerned with the analyze portal spell.<br \/>Those speaking the password before passing through the portal do not set off the alarm.<br \/>Material Component: A tiny bell.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The creature warded by this spell gains partial protection from the effects of positive energy, including magical healing and regeneration.\nIt may be cast upon undead to offer additional protection against the turning abilities of clerics.\nThe positive energy protection spell uses negative energy to offset the effects of positive energy.\nEach time the warded creature is struck by a positive energy effect, it rolls 1d20 + caster level against a DC of 11 + the HD of the originator of the effect.\nFor example, the DC for the level check would be 19 if an 8th-level cleric were trying to turn someone with positive energy protection.\nIf the warded creature succeeds, the positive and negative energies cancel each other with a roiling ball of darkness and a thunderclap.\nThe spell or effect does not function, and if the source of the positive energy effect was touching the warded creature, the source takes 2d6 points of damage.\nIf the warded creature fails the level check, then the positive energy effect occurs normally.\nThis spell may be placed on undead creatures, effectively allowing them an better chance to avoid the effects of a good cleric's turning ability.\nFirst, determine how many creatures would be turned\nnormally.\nThose who are potentially turned get level checks to avoid the effect.\nThis spell offers protection from the blinding effect of the Positive Energy Plane, and warded creatures gain no temporary hit points while there.","short_description":"The creature warded by this spell gains partial protection from the effects of positive energy, inclu...","material_components":"0","name":"Positive Energy Protection","level":"Cleric 3","full_text":"<div><p><h5>Positive Energy Protection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The creature warded by this spell gains partial protection from the effects of positive energy, including magical healing and regeneration.<br \/>It may be cast upon undead to offer additional protection against the turning abilities of clerics.<br \/>The positive energy protection spell uses negative energy to offset the effects of positive energy.<br \/>Each time the warded creature is struck by a positive energy effect, it rolls 1d20 + caster level against a DC of 11 + the HD of the originator of the effect.<br \/>For example, the DC for the level check would be 19 if an 8th-level cleric were trying to turn someone with positive energy protection.<br \/>If the warded creature succeeds, the positive and negative energies cancel each other with a roiling ball of darkness and a thunderclap.<br \/>The spell or effect does not function, and if the source of the positive energy effect was touching the warded creature, the source takes 2d6 points of damage.<br \/>If the warded creature fails the level check, then the positive energy effect occurs normally.<br \/>This spell may be placed on undead creatures, effectively allowing them an better chance to avoid the effects of a good cleric&#39;s turning ability.<br \/>First, determine how many creatures would be turned<br \/>normally.<br \/>Those who are potentially turned get level checks to avoid the effect.<br \/>This spell offers protection from the blinding effect of the Positive Energy Plane, and warded creatures gain no temporary hit points while there.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal or touch","target":"You or creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None or Will negates (harmless)","spell_resistance":"No or Yes (harmless)","description":"The recipient of this spell can find the shortest, most direct direction to a place of safety, with safety being defined as a location where the individual is not taking immediate damage from the environment, and immediate damage is not imminent.\nIt does not provide the means for the subject to move in that direction.\nThe safety spell points out the shortest distance out of a poisonous cloud, or the direction one should dig to reach the surface if entombed in earth.\nIt does not function against the maze spell, for that spell does no physical damage.\nNor does it have knowledge of or provide protection against the creatures that inhabit those safe places.\nIn the D&D cosmology, safety has the following effects on specific planes: Plane of Shadow: Shortest route out of darklands.\nElemental Plane of Air:Nearest windproof shelter, shortest route out of smoke bank.\nElemental Plane of Earth: Nearest air pocket or open cavern.\nElemental Plane of Fire: Shortest route out of magma pools or other unusually hot places.\nElemental Plane of Water:Nearest pocket of breathable air; shortest route out of hot spot, ice pocket, or red tide.\nNegative Energy Plane:Nearest doldrum area with the minor negative-dominant trait.\nPositive Energy Plane:Nearest edge zone with the minor positive-dominant trait.\nLimbo:Nearest area of stabilized Limbo.\nPandemonium:Nearest shelter from a windstorm.\nCarceri: Shortest route out of a Minethys sandstorm.\nGehenna:Nearest flat ledge, nearest shelter from Mungoth's acidic snow.\nNine Hells:Nearest shelter from fireballs on Avernus, rockslides on Malbolge, or cold on Cania.\nAcheron:Nearest shelter from Ocanthus bladestorms.\nOn planes you create yourself, safety may provide other information.\nThis spell is mostly used in hostile environments such as the Inner Planes to locate the nearest pocket of habitable space.\nIf safety is cast and then followed by a plane shift spell, the plane shift sends the caster to a place of relative safety on that plane.\nThe caster is transported to a pocket of air on the Elemental Plane of Water, for example, or a cool spot on the Elemental Plane of Fire.","short_description":"The recipient of this spell can find the shortest, most direct direction to a place of safety, with s...","material_components":"0","name":"Safety","level":"Cleric 3","full_text":"<div><p><h5>Safety<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The recipient of this spell can find the shortest, most direct direction to a place of safety, with safety being defined as a location where the individual is not taking immediate damage from the environment, and immediate damage is not imminent.<br \/>It does not provide the means for the subject to move in that direction.<br \/>The safety spell points out the shortest distance out of a poisonous cloud, or the direction one should dig to reach the surface if entombed in earth.<br \/>It does not function against the maze spell, for that spell does no physical damage.<br \/>Nor does it have knowledge of or provide protection against the creatures that inhabit those safe places.<br \/>In the D&amp;D cosmology, safety has the following effects on specific planes: Plane of Shadow: Shortest route out of darklands.<br \/>Elemental Plane of Air:Nearest windproof shelter, shortest route out of smoke bank.<br \/>Elemental Plane of Earth: Nearest air pocket or open cavern.<br \/>Elemental Plane of Fire: Shortest route out of magma pools or other unusually hot places.<br \/>Elemental Plane of Water:Nearest pocket of breathable air; shortest route out of hot spot, ice pocket, or red tide.<br \/>Negative Energy Plane:Nearest doldrum area with the minor negative-dominant trait.<br \/>Positive Energy Plane:Nearest edge zone with the minor positive-dominant trait.<br \/>Limbo:Nearest area of stabilized Limbo.<br \/>Pandemonium:Nearest shelter from a windstorm.<br \/>Carceri: Shortest route out of a Minethys sandstorm.<br \/>Gehenna:Nearest flat ledge, nearest shelter from Mungoth&#39;s acidic snow.<br \/>Nine Hells:Nearest shelter from fireballs on Avernus, rockslides on Malbolge, or cold on Cania.<br \/>Acheron:Nearest shelter from Ocanthus bladestorms.<br \/>On planes you create yourself, safety may provide other information.<br \/>This spell is mostly used in hostile environments such as the Inner Planes to locate the nearest pocket of habitable space.<br \/>If safety is cast and then followed by a plane shift spell, the plane shift sends the caster to a place of relative safety on that plane.<br \/>The caster is transported to a pocket of air on the Elemental Plane of Water, for example, or a cool spot on the Elemental Plane of Fire.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One interplanar gate or portal","effect":"","area":"","duration":"Permanent (D)","saving_throw":"None","spell_resistance":"No","description":"You may permanently seal an interplanar portal or gate.\nIf cast on a portal, the spell prevents any activation of it, although seal portal may be dispelled by a dispel magic spell.\nA knock spell does not function on the sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level.\nIn addition, the ability of the gatecrasher prestige class to open portals may be able to break through a sealed portal, but if the first attempt fails, the gatecrasher can't try again.\nOnce the portal is opened, seal portal does not return and must be cast again.\nMaterial Component: A silver bar worth 50 gp.","short_description":"You may permanently seal an interplanar portal or gate.","material_components":"0","name":"Seal Portal","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Seal Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You may permanently seal an interplanar portal or gate.<br \/>If cast on a portal, the spell prevents any activation of it, although seal portal may be dispelled by a dispel magic spell.<br \/>A knock spell does not function on the sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level.<br \/>In addition, the ability of the gatecrasher prestige class to open portals may be able to break through a sealed portal, but if the first attempt fails, the gatecrasher can&#39;t try again.<br \/>Once the portal is opened, seal portal does not return and must be cast again.<br \/>Material Component: A silver bar worth 50 gp.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"2 rounds","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30 ft. cube\/level","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"You create a region that is temporarily proof against interplanar intrusion.\nThis includes spells and abilities that use other planes, including dimension door, teleport, plane shift, and travel through such planes as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.\nSummoning and calling spells does not function within the zone of respite, but summoned and called creatures outside the zone of respite may be sent inside it.\nGate spells and other portals may not be created within the zone of respite, but existing portals are unaffected by the spell.\nCreatures within coterminous or coexistent planes must retreat to the edges of the zone of respite and cannot enter the corresponding area on the coterminous or coexistent plane.\nMaterial Component: A small amount of blood from a gorgon.","short_description":"You create a region that is temporarily proof against interplanar intrusion.","material_components":"0","name":"Zone of Respite","level":"Cleric 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Zone of Respite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a region that is temporarily proof against interplanar intrusion.<br \/>This includes spells and abilities that use other planes, including dimension door, teleport, plane shift, and travel through such planes as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.<br \/>Summoning and calling spells does not function within the zone of respite, but summoned and called creatures outside the zone of respite may be sent inside it.<br \/>Gate spells and other portals may not be created within the zone of respite, but existing portals are unaffected by the spell.<br \/>Creatures within coterminous or coexistent planes must retreat to the edges of the zone of respite and cannot enter the corresponding area on the coterminous or coexistent plane.<br \/>Material Component: A small amount of blood from a gorgon.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"One quasi-real mount, plus one additional mount\/2 levels Duration 1 hour\/level","area":"","duration":"","saving_throw":"None","spell_resistance":"No","description":"On the Ethereal Plane, you may call into being one or more quasi-real mounts made of the protomatter of the plane.\nThese mounts only accept you and those that you designate as riders.\nThe mounts may appear as horses or any other commonly ridden mounts, but have a foggy, almost translucent nature, and their colors shift across the spectrum over time.\nThese mounts have AC 18 (-1 size, +4 natural armor, +5 Dex), and 10 hit points +1 hp per caster level.\nThey do not fight and have no attacks.\nIf reduced to 0 hit points, an ethereal mount melts into the ethereal fog from which it came.\nAn ethereal mount has a speed of 240 feet on the Ethereal Plane and can carry its rider's weight plus 10 pounds per level.\nYou can only cast this spell in the Ethereal Plane, and the ethereal mount never leaves the plane.\n(If the Deep Ethereal is used in your cosmology, then the amount of time to reach destinations is halved while on an ethereal mount).","short_description":"On the Ethereal Plane, you may call into being one or more quasi-real mounts made of the protomatter ...","material_components":"0","name":"Ethereal Mount","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Ethereal Mount<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One quasi-real mount, plus one additional mount\/2 levels Duration 1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>On the Ethereal Plane, you may call into being one or more quasi-real mounts made of the protomatter of the plane.<br \/>These mounts only accept you and those that you designate as riders.<br \/>The mounts may appear as horses or any other commonly ridden mounts, but have a foggy, almost translucent nature, and their colors shift across the spectrum over time.<br \/>These mounts have AC 18 (-1 size, +4 natural armor, +5 Dex), and 10 hit points +1 hp per caster level.<br \/>They do not fight and have no attacks.<br \/>If reduced to 0 hit points, an ethereal mount melts into the ethereal fog from which it came.<br \/>An ethereal mount has a speed of 240 feet on the Ethereal Plane and can carry its rider&#39;s weight plus 10 pounds per level.<br \/>You can only cast this spell in the Ethereal Plane, and the ethereal mount never leaves the plane.<br \/>(If the Deep Ethereal is used in your cosmology, then the amount of time to reach destinations is halved while on an ethereal mount).<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Dead outsider touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"You restore life to a dead outsider as with the raise dead spell.\nYou may restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature may have been dead for any length of time.\nMaterial Components: A bit of soil, water, or other unworked, natural material from the outsider's native plane, and a diamond worth at least 500 gp.","short_description":"You restore life to a dead outsider as with the raise dead spell.","material_components":"0","name":"Revive Outsider","level":"Cleric 6","full_text":"<div><p><h5>Revive Outsider<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You restore life to a dead outsider as with the raise dead spell.<br \/>You may restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature may have been dead for any length of time.<br \/>Material Components: A bit of soil, water, or other unworked, natural material from the outsider&#39;s native plane, and a diamond worth at least 500 gp.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"60 ft.","target":"","effect":"","area":"A quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"You can tell whether an area contains a magic portal.\nIf you study an area for 1 round, you know the sizes and locations of any portals in the area.\nOnce you find a portal, you can study it.\n(If you find more than one portal, you can only study one at a time).\nEach round you study a portal, you can discover one property of the portal, in this order:\n* Any key or command word needed to activate the portal.\n* Any special circumstances governing the portal's use (such as specific times when it can be activated).\n* Whether the portal is one-way or two-way.\n* Any of the usual properties described in the Magic Portals section of Chapter 2.\n* Finally, a glimpse of the area where the portal leads.\nYou can look at the area where the portal leads for 1 round; the range of the caster's vision is the spell's range.\nAnalyze portal does not allow other divination spells or spell-like abilities to extend through the portal.\nFor example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.\nFor each property, you make a caster level check (1d20 + caster level) against DC 17.\nIf fail, you can try again the next round.\nAnalyze portal has only a limited ability to reveal unusual properties, as follows:\n* Random Portals: The spell reveals only that the portal is random and whether it can be activated now.\nIt does not reveal when the portal starts or stops functioning.\n* Variable Portals: The spell reveals only that the portal is variable.\nIf the caster studies the portal's destination, the spell reveals only the destination to which the portal is currently set.\n* Creature-Only Portals: The spell reveals this property.\nIf the caster studies the portal's destination, the spell reveals where the portal sends creatures.\nIf it is the kind of portal that sends creatures one place and their equipment another place, the spell does not reveal where the equipment goes.\n* Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.\nMaterial Components: A crystal lens and a small mirror.","short_description":"You can tell whether an area contains a magic portal.","material_components":"0","name":"Analyze Portal","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Analyze Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can tell whether an area contains a magic portal.<br \/>If you study an area for 1 round, you know the sizes and locations of any portals in the area.<br \/>Once you find a portal, you can study it.<br \/>(If you find more than one portal, you can only study one at a time).<br \/>Each round you study a portal, you can discover one property of the portal, in this order:\n\t<ul>\n\t\t<li>Any key or command word needed to activate the portal.<\/li>\n\t\t<li>Any special circumstances governing the portal&#39;s use (such as specific times when it can be activated).<\/li>\n\t\t<li>Whether the portal is one-way or two-way.<\/li>\n\t\t<li>Any of the usual properties described in the Magic Portals section of Chapter 2.<\/li>\n\t\t<li>Finally, a glimpse of the area where the portal leads.<\/li>\n\t<\/ul><br \/>You can look at the area where the portal leads for 1 round; the range of the caster&#39;s vision is the spell&#39;s range.<br \/>Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal.<br \/>For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.<br \/>For each property, you make a caster level check (1d20 + caster level) against DC 17.<br \/>If fail, you can try again the next round.<br \/>Analyze portal has only a limited ability to reveal unusual properties, as follows:\n\t<ul>\n\t\t<li>Random Portals: The spell reveals only that the portal is random and whether it can be activated now.<\/li>\n\t<\/ul><br \/>It does not reveal when the portal starts or stops functioning.\n\t<ul>\n\t\t<li>Variable Portals: The spell reveals only that the portal is variable.<\/li>\n\t<\/ul><br \/>If the caster studies the portal&#39;s destination, the spell reveals only the destination to which the portal is currently set.\n\t<ul>\n\t\t<li>Creature-Only Portals: The spell reveals this property.<\/li>\n\t<\/ul><br \/>If the caster studies the portal&#39;s destination, the spell reveals where the portal sends creatures.<br \/>If it is the kind of portal that sends creatures one place and their equipment another place, the spell does not reveal where the equipment goes.\n\t<ul>\n\t\t<li>Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.<\/li>\n\t<\/ul><br \/>Material Components: A crystal lens and a small mirror.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft.-radius\/level emanation","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"All creatures and objects within zone of revelation's area are made visible.\nThis includes invisible creatures as well as those in coexistent planes such as the Ethereal Plane and the Plane of Shadow.\nNatives of these planes do not lose any abilities but are made simply made visible.\nZone of revelation suppresses but does not dispel invisibility, etherealness, or other spells.\nOnce a formerly invisible object or creature leaves the area, it becomes invisible again.\nArcane Material Component: A handful of dust from the grave clothes of an undead creature.","short_description":"All creatures and objects within zone of revelation's area are made visible.","material_components":"0","name":"Zone of Revelation","level":"Cleric 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Zone of Revelation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All creatures and objects within zone of revelation&#39;s area are made visible.<br \/>This includes invisible creatures as well as those in coexistent planes such as the Ethereal Plane and the Plane of Shadow.<br \/>Natives of these planes do not lose any abilities but are made simply made visible.<br \/>Zone of revelation suppresses but does not dispel invisibility, etherealness, or other spells.<br \/>Once a formerly invisible object or creature leaves the area, it becomes invisible again.<br \/>Arcane Material Component: A handful of dust from the grave clothes of an undead creature.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One ethereal creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"You may create a translucent prison of pure crystalline force around a target on the Ethereal Plane.\nYou must be able to see or otherwise target the creature you wish to affect.\nThe target affected by the chamber cannot move on either the Ethereal Plane or its coterminous planes for the duration of the spell but is otherwise unaffected.\nThe target cannot move onto another plane while inside the chamber, including returning to the Material Plane.\nThe target within the crystalline prison cannot physically attack or be attacked is and unaffected by most spells and supernatural abilities.\nGaze attacks and sonic spells may function through the walls of the crystalline prison, but the target of those attacks gains a +2 bonus on saving throws.\nThe target of the chamber may attempt to break the crystalline prison by making a Strength check (DC 10 + caster level).\nA disintegrate spell brings down the chamber.\nThis spell only affects the Ethereal Plane, so it has no effect on planes not coexistent with the Ethereal Plane.\nIt has no effect on creatures on the Material Plane.\nMaterial Component: A piece of translucent glass.","short_description":"You may create a translucent prison of pure crystalline force around a target on the Ethereal Plane.","material_components":"0","name":"Chamber","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Chamber<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You may create a translucent prison of pure crystalline force around a target on the Ethereal Plane.<br \/>You must be able to see or otherwise target the creature you wish to affect.<br \/>The target affected by the chamber cannot move on either the Ethereal Plane or its coterminous planes for the duration of the spell but is otherwise unaffected.<br \/>The target cannot move onto another plane while inside the chamber, including returning to the Material Plane.<br \/>The target within the crystalline prison cannot physically attack or be attacked is and unaffected by most spells and supernatural abilities.<br \/>Gaze attacks and sonic spells may function through the walls of the crystalline prison, but the target of those attacks gains a +2 bonus on saving throws.<br \/>The target of the chamber may attempt to break the crystalline prison by making a Strength check (DC 10 + caster level).<br \/>A disintegrate spell brings down the chamber.<br \/>This spell only affects the Ethereal Plane, so it has no effect on planes not coexistent with the Ethereal Plane.<br \/>It has no effect on creatures on the Material Plane.<br \/>Material Component: A piece of translucent glass.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"See text","target":"One creature","effect":"","area":"","duration":"1 round (see text)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell allows you to send a limited message of 25 words or less to the targeted creature, who may be on another plane when the message is received.\nThe spell is usually used as a safety device to warn a friend that you have fallen into some trap or plane you cannot escape without help.\nIt can also be used for other purposes, such as signaling that the coast is clear for others to join your planar journey.\nCasting the spell takes one action, during which you touch the creature you intend to communicate with.\nThat creature should be able to understand your language (otherwise, when the magic is activated, the creature knows that you sent the message, but has no idea what the message is).\nAt any time afterward, you may send a short interplanar message to that creature.\nThe interplanar message pops into the target's mind, awake or asleep, and the target is aware that the message has been delivered.\nIf the message arrives when the target is asleep, it may appear as a vivid dream that the target remembers upon awakening.\nThis spell does not obligate nor force the creature you communicate with to act.\nThe target cannot reply to tell you its plans or intentions.\nThe message reaches its target through the Astral Plane, so the spell cannot reach planes separate from (not coterminous to or coexistent with) the Astral Plane.\nThe creature set to receive the interplanar message radiates a dim magical aura.\nThe spell may be cast on an unwilling creature, and in this case a successful Will saving throw negates it.","short_description":"This spell allows you to send a limited message of 25 words or less to the targeted creature, who may...","material_components":"0","name":"Interplanar Message","level":"Cleric 3","full_text":"<div><p><h5>Interplanar Message<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to send a limited message of 25 words or less to the targeted creature, who may be on another plane when the message is received.<br \/>The spell is usually used as a safety device to warn a friend that you have fallen into some trap or plane you cannot escape without help.<br \/>It can also be used for other purposes, such as signaling that the coast is clear for others to join your planar journey.<br \/>Casting the spell takes one action, during which you touch the creature you intend to communicate with.<br \/>That creature should be able to understand your language (otherwise, when the magic is activated, the creature knows that you sent the message, but has no idea what the message is).<br \/>At any time afterward, you may send a short interplanar message to that creature.<br \/>The interplanar message pops into the target&#39;s mind, awake or asleep, and the target is aware that the message has been delivered.<br \/>If the message arrives when the target is asleep, it may appear as a vivid dream that the target remembers upon awakening.<br \/>This spell does not obligate nor force the creature you communicate with to act.<br \/>The target cannot reply to tell you its plans or intentions.<br \/>The message reaches its target through the Astral Plane, so the spell cannot reach planes separate from (not coterminous to or coexistent with) the Astral Plane.<br \/>The creature set to receive the interplanar message radiates a dim magical aura.<br \/>The spell may be cast on an unwilling creature, and in this case a successful Will saving throw negates it.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-ft.-radius\/level emanation, centered on a point in space, and 10-ft.-radius\/level burst centered on the same point","duration":"1 round\/level","saving_throw":"Will negates, Reflex negates","spell_resistance":"Yes","description":"You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar).\nEverything sucked into the reality maelstrom goes to the same plane.\nReality maelstrom has a primary and secondary area of effect.\nThe primary area is the hole itself: a sphere with a 5-foot radius per level of the caster.\nWithin that area, all unattended objects weighing 100 pounds or less are sucked into the reality maelstrom, as are all individuals who fail a Will saving throw.\nThe rip also creates a windstorm of air rushing into the tear.\nAll unattended objects weighing 50 pounds or less within a 10-foot radius per level of the caster are drawn into the primary area of effect of the reality maelstrom.\nIndividuals within the secondary area of effect must make a Reflex saving throw.\nThose who fail are sucked into the primary area of effect and must make a Will saving throw to avoid being drawn into the maelstrom.\nIndividuals who make either saving throw may move and attack as normal but must make additional saving throws every round they remain within the primary or secondary areas of effect.\nA reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.\nMaterial Component: A golden hoop no less than 1 inch across.","short_description":"You tear a temporary hole in reality itself that sucks all loose material and living creatures into i...","material_components":"0","name":"Reality Maelstrom","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Reality Maelstrom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates, Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar).<br \/>Everything sucked into the reality maelstrom goes to the same plane.<br \/>Reality maelstrom has a primary and secondary area of effect.<br \/>The primary area is the hole itself: a sphere with a 5-foot radius per level of the caster.<br \/>Within that area, all unattended objects weighing 100 pounds or less are sucked into the reality maelstrom, as are all individuals who fail a Will saving throw.<br \/>The rip also creates a windstorm of air rushing into the tear.<br \/>All unattended objects weighing 50 pounds or less within a 10-foot radius per level of the caster are drawn into the primary area of effect of the reality maelstrom.<br \/>Individuals within the secondary area of effect must make a Reflex saving throw.<br \/>Those who fail are sucked into the primary area of effect and must make a Will saving throw to avoid being drawn into the maelstrom.<br \/>Individuals who make either saving throw may move and attack as normal but must make additional saving throws every round they remain within the primary or secondary areas of effect.<br \/>A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.<br \/>Material Component: A golden hoop no less than 1 inch across.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell is particularly effective against creatures native to the Plane of Shadow and those that use shadow in spells or spell-like abilities.\nIt clears the spell's area of any portals or weak spots between the Plane of Shadow and other planes, and it prevents access with shadow-based spells.\nIt appears as a flash of light in the area of effect.\nNatives of the Plane of Shadow caught in a shadowblast are stunned for 3d6 minutes if they fail a Fortitude saving throw.\nShadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second Fortitude save.\nCreatures that fail either Fortitude save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 minutes.\nShadowblast closes all portals, gates, and other openings to the Plane of Shadow, and any weak spots are strengthened.\nCreatures on the other side of a portal are unaffected by shadowblast.\nMaterial Component: A handful of grave dirt, squeezed tightly and flung.","short_description":"This spell is particularly effective against creatures native to the Plane of Shadow and those that u...","material_components":"0","name":"Shadowblast","level":"Cleric 4 \/ Druid 4","full_text":"<div><p><h5>Shadowblast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is particularly effective against creatures native to the Plane of Shadow and those that use shadow in spells or spell-like abilities.<br \/>It clears the spell&#39;s area of any portals or weak spots between the Plane of Shadow and other planes, and it prevents access with shadow-based spells.<br \/>It appears as a flash of light in the area of effect.<br \/>Natives of the Plane of Shadow caught in a shadowblast are stunned for 3d6 minutes if they fail a Fortitude saving throw.<br \/>Shadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second Fortitude save.<br \/>Creatures that fail either Fortitude save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 minutes.<br \/>Shadowblast closes all portals, gates, and other openings to the Plane of Shadow, and any weak spots are strengthened.<br \/>Creatures on the other side of a portal are unaffected by shadowblast.<br \/>Material Component: A handful of grave dirt, squeezed tightly and flung.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Touch","target":"","effect":"","area":"1 ft.-diameter circle","duration":"1 minute\/level (D)","saving_throw":"No","spell_resistance":"No","description":"You can temporarily stash small items on the Plane of Shadow or permanently dispose of them there.\nThis spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and a small disk on the Plane of Shadow.\nYou can reach into the Plane of Shadow through the portal created by shadow cache, but only small, nonliving objects may pass entirely through the hole.\nYou can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later.\nThe shadow cache remains stationary at the point where you create it.\nItems placed in the shadow cache can possibly be picked up by natives of the Plane of Shadow, and in any event are slowly moved by the morphic trait of the plane.\nThere is a 10% chance per day that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken).\nAfter ten days, the objects are definitely gone.\nThe spell cannot be cast on the Plane of Shadow itself, but only on planes coexistent with the Plane of Shadow.","short_description":"You can temporarily stash small items on the Plane of Shadow or permanently dispose of them there.","material_components":"0","name":"Shadow Cache","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Shadow Cache<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can temporarily stash small items on the Plane of Shadow or permanently dispose of them there.<br \/>This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and a small disk on the Plane of Shadow.<br \/>You can reach into the Plane of Shadow through the portal created by shadow cache, but only small, nonliving objects may pass entirely through the hole.<br \/>You can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later.<br \/>The shadow cache remains stationary at the point where you create it.<br \/>Items placed in the shadow cache can possibly be picked up by natives of the Plane of Shadow, and in any event are slowly moved by the morphic trait of the plane.<br \/>There is a 10% chance per day that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken).<br \/>After ten days, the objects are definitely gone.<br \/>The spell cannot be cast on the Plane of Shadow itself, but only on planes coexistent with the Plane of Shadow.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 action","range":"Personal and touch","target":"You and up to one touched creature\/level","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You open a portal onto the Plane of Shadow, allowing yourself and creatures you touch to pass into that area.\nUnlike the shadow walk spell, this does not grant you the ability to open another such portal automatically, so the spell is often used as a temporary hiding place or a method of gaining access to the Plane of Shadow.\nThe portal remains for the duration of the spell, and other creatures may pass through it in either direction if they make a Will save.\nThe portal is invisible from the Material Plane and looks like a white hole on the Plane of Shadow.\nAs with the shadow walk spell, you must be in a region of heavy shadows to cast shadowfade.\nThe spell may only be cast on a plane coexistent with the Plane of Shadow, and it cannot be cast on the Plane of Shadow itself.","short_description":"You open a portal onto the Plane of Shadow, allowing yourself and creatures you touch to pass into th...","material_components":"0","name":"Shadowfade","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shadowfade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal and touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You open a portal onto the Plane of Shadow, allowing yourself and creatures you touch to pass into that area.<br \/>Unlike the shadow walk spell, this does not grant you the ability to open another such portal automatically, so the spell is often used as a temporary hiding place or a method of gaining access to the Plane of Shadow.<br \/>The portal remains for the duration of the spell, and other creatures may pass through it in either direction if they make a Will save.<br \/>The portal is invisible from the Material Plane and looks like a white hole on the Plane of Shadow.<br \/>As with the shadow walk spell, you must be in a region of heavy shadows to cast shadowfade.<br \/>The spell may only be cast on a plane coexistent with the Plane of Shadow, and it cannot be cast on the Plane of Shadow itself.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One or more living creatures touched","effect":"","area":"","duration":"2 hours\/level (see text)","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane.\nAffected creatures gain the protections listed in the avoid planar effects spell.\nArcane Material Component: A bit of stone or earth from your home plane.","short_description":"This spell allows you to attune the affected creatures to the plane you are currently on, negating ha...","material_components":"0","name":"Attune Form","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Attune Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane.<br \/>Affected creatures gain the protections listed in the avoid planar effects spell.<br \/>Arcane Material Component: A bit of stone or earth from your home plane.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"You plus one additional creature touched per level","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the Region of Dreams.\nYou can take more than one creature along with you (subject to your level limit), but all must be touching each other when you cast the spell.\nYou physically enter the plane of Dream, leaving nothing behind.\nIn Dream, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere.\nFor every minute you move through Dream (which is only a single round on the Material Plane), you can wake to find yourself five miles displaced in the waking world.\nThus, a character can use this spell to travel rapidly by physically entering where only dreams prowl, moving the desired distance, and stepping back into the waking world.\nYou know where you will come out in the waking world.\nDream travel can also be used to travel to other planes that contain creatures who dream, but this requires crossing into the Dreamheart, where you are subject to the vagaries of violent dream realities.\nTransferring to another plane of existence requires 1d4 hours on Dream (which corresponds to 1d4x6 minutes as time is measured on most other planes).\nAny creatures touched by you when dream travel is cast also makes the transition to the borders of unconscious thought.\nThey may opt to follow you, wander into other dreamscapes, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by you).\nCreatures unwilling to accompany you into the Region of Dreams receive a Will saving throw, negating the effect if successful.\nNote:Unlike the normal rules for dreaming, items you use, spells you cast, and other consumables are still gone when you return to the waking world after being under the effect of this spell.\nLikewise, items you gain and experience you accumulate while under the effect of this spell stay with you.","short_description":"You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thou...","material_components":"0","name":"Dream Travel","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Dream Travel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the Region of Dreams.<br \/>You can take more than one creature along with you (subject to your level limit), but all must be touching each other when you cast the spell.<br \/>You physically enter the plane of Dream, leaving nothing behind.<br \/>In Dream, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere.<br \/>For every minute you move through Dream (which is only a single round on the Material Plane), you can &quot;wake&quot; to find yourself five miles displaced in the waking world.<br \/>Thus, a character can use this spell to travel rapidly by physically entering where only dreams prowl, moving the desired distance, and stepping back into the waking world.<br \/>You know where you will come out in the waking world.<br \/>Dream travel can also be used to travel to other planes that contain creatures who dream, but this requires crossing into the Dreamheart, where you are subject to the vagaries of violent dream realities.<br \/>Transferring to another plane of existence requires 1d4 hours on Dream (which corresponds to 1d4&#215;6 minutes as time is measured on most other planes).<br \/>Any creatures touched by you when dream travel is cast also makes the transition to the borders of unconscious thought.<br \/>They may opt to follow you, wander into other dreamscapes, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by you).<br \/>Creatures unwilling to accompany you into the Region of Dreams receive a Will saving throw, negating the effect if successful.<br \/>Note:Unlike the normal rules for dreaming, items you use, spells you cast, and other consumables are still gone when you return to the waking world after being under the effect of this spell.<br \/>Likewise, items you gain and experience you accumulate while under the effect of this spell stay with you.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You can transform your body into a particular type of elemental substance.\nYou and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.\nYou gain the following abilities when you use elemental body:\n* You have the benefits of the attune form spell with respect to the appropriate element.\nIf you choose a water body, for example, you can breathe normally on water-dominant planes.\n* You are immune to poison, sleep, paralysis, and stunning, and are not subject to critical hits or flanking.\nYou gain darkvision with a range of 60 feet.\n* Your creature type remains unchanged, so you are unaffected by spells that target elementals.\nIn addition, you gain the following exceptional abilities according to the type of elemental body chosen: Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures suffer a -1 penalty on attack and damage rolls against you).\nEarth: Earth mastery (you gain a +1 attack and damage bonus if both you and your foe touch the ground), push (you may start a bull rush maneuver without provoking an attack of opportunity), +3 natural armor bonus to AC.\nFire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).\nWater: Swim at your normal speed, water mastery (you gain a +1 attack and damage bonus if both you and your opponent touch water), drench (you may use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).\nThe elemental body spell has the descriptor of the element you choose.\nSo, if you choose a body of fire, elemental body is a fire spell.\nMaterial Component: A bit of the element in question from a plane other than the one where the spell is being cast.","short_description":"You can transform your body into a particular type of elemental substance.","material_components":"0","name":"Elemental Body","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Elemental Body<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You can transform your body into a particular type of elemental substance.<br \/>You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.<br \/>You gain the following abilities when you use elemental body:\n\t<ul>\n\t\t<li>You have the benefits of the attune form spell with respect to the appropriate element.<\/li>\n\t<\/ul><br \/>If you choose a water body, for example, you can breathe normally on water-dominant planes.\n\t<ul>\n\t\t<li>You are immune to poison, sleep, paralysis, and stunning, and are not subject to critical hits or flanking.<\/li>\n\t<\/ul><br \/>You gain darkvision with a range of 60 feet.\n\t<ul>\n\t\t<li>Your creature type remains unchanged, so you are unaffected by spells that target elementals.<\/li>\n\t<\/ul><br \/>In addition, you gain the following exceptional abilities according to the type of elemental body chosen: Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures suffer a -1 penalty on attack and damage rolls against you).<br \/>Earth: Earth mastery (you gain a +1 attack and damage bonus if both you and your foe touch the ground), push (you may start a bull rush maneuver without provoking an attack of opportunity), +3 natural armor bonus to AC.<br \/>Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).<br \/>Water: Swim at your normal speed, water mastery (you gain a +1 attack and damage bonus if both you and your opponent touch water), drench (you may use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).<br \/>The elemental body spell has the descriptor of the element you choose.<br \/>So, if you choose a body of fire, elemental body is a fire spell.<br \/>Material Component: A bit of the element in question from a plane other than the one where the spell is being cast.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can cause one creature on a coterminous or coexistent plane, along with its personal belongings, to suddenly appear on your plane of existence.\nFor example, the make manifest spell allows you to cause a target on the Ethereal Plane to suddenly appear on the Material Plane, and vice versa.\nYou do not gain the ability to detect creatures on these coterminous planes with this spell.\nFor the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes.\nFor example, a ghost brought in from the Ethereal Plane would retain its incorporeal nature, but a wizard using ethereal jaunt could be attacked normally.\nAt the end of the spell's duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.","short_description":"You can cause one creature on a coterminous or coexistent plane, along with its personal belongings, ...","material_components":"0","name":"Make Manifest","level":"Cleric 4 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Make Manifest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can cause one creature on a coterminous or coexistent plane, along with its personal belongings, to suddenly appear on your plane of existence.<br \/>For example, the make manifest spell allows you to cause a target on the Ethereal Plane to suddenly appear on the Material Plane, and vice versa.<br \/>You do not gain the ability to detect creatures on these coterminous planes with this spell.<br \/>For the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes.<br \/>For example, a ghost brought in from the Ethereal Plane would retain its incorporeal nature, but a wizard using ethereal jaunt could be attacked normally.<br \/>At the end of the spell&#39;s duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"25-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"All creatures and unattended objects on coterminous and coexistent planes within the area of mass manifest are instantly brought onto your plane.\nFor the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes.\nAt the end of mass manifest's duration, objects and creatures return to their plane of origin, even if they have left the spell's area.\nMaterial Component: A handful of copper dust, cast in the air.","short_description":"All creatures and unattended objects on coterminous and coexistent planes within the area of mass man...","material_components":"0","name":"Manifest, Mass","level":"Cleric 6 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Manifest, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All creatures and unattended objects on coterminous and coexistent planes within the area of mass manifest are instantly brought onto your plane.<br \/>For the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes.<br \/>At the end of mass manifest&#39;s duration, objects and creatures return to their plane of origin, even if they have left the spell&#39;s area.<br \/>Material Component: A handful of copper dust, cast in the air.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 full round","range":"Touch","target":"Creature touched, and see text","effect":"","area":"","duration":"Special","saving_throw":"","spell_resistance":"Yes","description":"You or the one you touch may pass through any mirror or reflecting surface of sufficient size onto the Plane of Mirrors.\nThe mirror must be large enough for the creature touched to fit through, as if it were a window or other opening.\nThe spell lasts until the subject passes through a mirror again, either the same mirror or a related one.\nOn the Plane of Mirrors, you will find other windows that represent similar mirrors tied together by some strong bond.\nFrequently they were all made by the same artisan, but mirrors with particularly strong-willed owners or mirrors made at a particular historic moment may also be tied together.\nWhen on the Plane of Mirrors, you can see through these other mirrors without being seen, allowing you to spy on others.\nYou can reach through the mirror to grab items that are within easy reach, or even grapple with someone within arm's reach of the mirror.\nA grappled individual will be drawn onto the Plane of Mirrors and becomes a new subject of the mirror walk spell.\nFor each subject, the mirror walk spell ends when a second mirror is passed through.\nOther mirrorwalkers aren't affected.\nUsing the mirror walk spell is not without danger.\nWhen you travel to a Plane of Mirrors, you create a mirror-self that will try to slay you and escape through the mirror to take over your life.\nFocus: A mirror or other reflective surface of sufficient size to step through.","short_description":"You or the one you touch may pass through any mirror or reflecting surface of sufficient size onto th...","material_components":"0","name":"Mirror Walking","level":"Cleric 5 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Mirror Walking<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Special<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You or the one you touch may pass through any mirror or reflecting surface of sufficient size onto the Plane of Mirrors.<br \/>The mirror must be large enough for the creature touched to fit through, as if it were a window or other opening.<br \/>The spell lasts until the subject passes through a mirror again, either the same mirror or a related one.<br \/>On the Plane of Mirrors, you will find other windows that represent similar mirrors tied together by some strong bond.<br \/>Frequently they were all made by the same artisan, but mirrors with particularly strong-willed owners or mirrors made at a particular historic moment may also be tied together.<br \/>When on the Plane of Mirrors, you can see through these other mirrors without being seen, allowing you to spy on others.<br \/>You can reach through the mirror to grab items that are within easy reach, or even grapple with someone within arm&#39;s reach of the mirror.<br \/>A grappled individual will be drawn onto the Plane of Mirrors and becomes a new subject of the mirror walk spell.<br \/>For each subject, the mirror walk spell ends when a second mirror is passed through.<br \/>Other mirrorwalkers aren&#39;t affected.<br \/>Using the mirror walk spell is not without danger.<br \/>When you travel to a Plane of Mirrors, you create a mirror-self that will try to slay you and escape through the mirror to take over your life.<br \/>Focus: A mirror or other reflective surface of sufficient size to step through.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One interplanar portal","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You may alter a magic portal so it sends out a mental beacon for up to six creatures, including yourself if you choose.\nThese individuals must be known to you but need not be present at the time of casting.\nOnce you cast portal beacon, these creatures always knows the direction and distance to the targeted portal.\nMoving to a plane other than the two connected by the portal ends portal beacon for that creature but leaves it intact for others.\nYou may have any number of portal beacons tuned to you without impairing other abilities or actions.","short_description":"You may alter a magic portal so it sends out a mental beacon for up to six creatures, including yours...","material_components":"0","name":"Portal Beacon","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Portal Beacon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You may alter a magic portal so it sends out a mental beacon for up to six creatures, including yourself if you choose.<br \/>These individuals must be known to you but need not be present at the time of casting.<br \/>Once you cast portal beacon, these creatures always knows the direction and distance to the targeted portal.<br \/>Moving to a plane other than the two connected by the portal ends portal beacon for that creature but leaves it intact for others.<br \/>You may have any number of portal beacons tuned to you without impairing other abilities or actions.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One interplanar portal","effect":"","area":"","duration":"1 round\/level","saving_throw":"None (for portal); Will negates (for users)","spell_resistance":"No","description":"You may randomize the destination of one interplanar portal for the duration of the spell.\nAnyone who passes through the portal from either side is sent to a random plane instead of the portal's intended destination unless they make a Will save.\nAll those who fail the save go to the same location on the same plane.\nMaterial Component: A cracked mirror.","short_description":"You may randomize the destination of one interplanar portal for the duration of the spell.","material_components":"0","name":"Scramble Portal","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Scramble Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (for portal); Will negates (for users)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You may randomize the destination of one interplanar portal for the duration of the spell.<br \/>Anyone who passes through the portal from either side is sent to a random plane instead of the portal&#39;s intended destination unless they make a Will save.<br \/>All those who fail the save go to the same location on the same plane.<br \/>Material Component: A cracked mirror.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level or see below","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The target of this spell may move through natural, solid material such as earth and stone such as a xorn, burrowing through the earth but leaving behind no tunnel or sign of passage.\nThe target cannot move through worked stone, brick, or metal.\nA move earth spell cast on an area containing a creature using xorn movement will fling the target back 30 feet and stun it for 1 round (a successful Fortitude save negates the stunning).\nThe target of xorn movement is able to breathe normally while entombed in earth and natural rock.\nThe xorn movement spell lasts a minimum of 1 round\/level.\nIf the target has not emerged into a significant volume of open air (a space large enough to contain the target comfortably) for the entire duration of the spell, xorn movement remains in effect until the target does move into such as area.\nIn this fashion, characters who find themselves deep in the Elemental Plane of Earth can find their way to safety.\nFocus: A scale from a xorn's hide.","short_description":"The target of this spell may move through natural, solid material such as earth and stone such as a x...","material_components":"0","name":"Xorn Movement","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Xorn Movement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or see below<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The target of this spell may move through natural, solid material such as earth and stone such as a xorn, burrowing through the earth but leaving behind no tunnel or sign of passage.<br \/>The target cannot move through worked stone, brick, or metal.<br \/>A move earth spell cast on an area containing a creature using xorn movement will fling the target back 30 feet and stun it for 1 round (a successful Fortitude save negates the stunning).<br \/>The target of xorn movement is able to breathe normally while entombed in earth and natural rock.<br \/>The xorn movement spell lasts a minimum of 1 round\/level.<br \/>If the target has not emerged into a significant volume of open air (a space large enough to contain the target comfortably) for the entire duration of the spell, xorn movement remains in effect until the target does move into such as area.<br \/>In this fashion, characters who find themselves deep in the Elemental Plane of Earth can find their way to safety.<br \/>Focus: A scale from a xorn&#39;s hide.<\/p><\/p>Reference: Manual of the Planes<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + S ft.\/2 levels)","target":"One lycanthrope","effect":"","area":"","duration":"12 hours","saving_throw":"Will negates (D)","spell_resistance":"Yes","description":"This spell stops a lycanthrope from changing form, preventing both voluntary shapechanging via the alternate form ability and involuntary shapechanging because of lycanthropy.\nThe subject retains whatever form he or she had when the spell was cast for the duration; even death does not cause reversion to normal form until the spell ends.\nNatural lycanthropes gain a +4 competence bonus on the saving throw against this spell.\nMaterial Component:Hair, scale, or other castoff from the creature to be affected.","short_description":"This spell stops a lycanthrope from changing form, preventing both voluntary shapechanging via the al...","material_components":"0","name":"Countermoon","level":"Druid 3","full_text":"<div><p><h5>Countermoon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + S ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>12 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell stops a lycanthrope from changing form, preventing both voluntary shapechanging via the alternate form ability and involuntary shapechanging because of lycanthropy.<br \/>The subject retains whatever form he or she had when the spell was cast for the duration; even death does not cause reversion to normal form until the spell ends.<br \/>Natural lycanthropes gain a +4 competence bonus on the saving throw against this spell.<br \/>Material Component:Hair, scale, or other castoff from the creature to be affected.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"All creatures within a 15-ft.-radius burst centered on you","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes","description":"All sleeping creatures in the area awaken.\nThose who are unconscious because of subdual damage wake up and become staggered (see Subdual Damage in Chapter 8 of the Player's Handbook).\nThis spell does not affect dying creatures.","short_description":"All sleeping creatures in the area awaken.","material_components":"0","name":"Dawn","level":"Druid 0 \/ Ranger 1","full_text":"<div><p><h5>Dawn<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All sleeping creatures in the area awaken.<br \/>Those who are unconscious because of subdual damage wake up and become staggered (see Subdual Damage in Chapter 8 of the Player&#39;s Handbook).<br \/>This spell does not affect dying creatures.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"Yes","description":"As protection from all elements, but the target creature becomes immune to damage fromacid, cold, electricity, fire, and sonic damage while the spell is in effect.","short_description":"As protection from all elements, but the target creature becomes immune to damage fromacid, cold, ele...","material_components":"0","name":"Invulnerability to Elements","level":"Druid 9","full_text":"<div><p><h5>Invulnerability to Elements<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As protection from all elements, but the target creature becomes immune to damage fromacid, cold, electricity, fire, and sonic damage while the spell is in effect.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"None","spell_resistance":"Yes","description":"The subject becomes invulnerable to acid, cold, electricity, fire, and sonic damage.\nThe spell absorbs damage the subject would otherwise take from all the above energy types, regardless of whether the source of damage is natural or magical.\nThis protection also extends to the subject's equipment.\nWhen the spell has absorbed a total of 12 points of damage per caster level dealt by any combination of the above energy types, it is discharged.\nProtection from all elements absorbs only damage.\nThe subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.\nThe effects of this spell do not stack with those of protection from elements, endure elements, or resist elements.\nIt a creature is warded by protection from all elements and any of these other spells, protection from all elements absorbs damage until it is discharged.","short_description":"The subject becomes invulnerable to acid, cold, electricity, fire, and sonic damage.","material_components":"0","name":"Protection from All Elements","level":"Druid 6","full_text":"<div><p><h5>Protection from All Elements<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes invulnerable to acid, cold, electricity, fire, and sonic damage.<br \/>The spell absorbs damage the subject would otherwise take from all the above energy types, regardless of whether the source of damage is natural or magical.<br \/>This protection also extends to the subject&#39;s equipment.<br \/>When the spell has absorbed a total of 12 points of damage per caster level dealt by any combination of the above energy types, it is discharged.<br \/>Protection from all elements absorbs only damage.<br \/>The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.<br \/>The effects of this spell do not stack with those of protection from elements, endure elements, or resist elements.<br \/>It a creature is warded by protection from all elements and any of these other spells, protection from all elements absorbs damage until it is discharged.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 action","range":"Touch","target":"","effect":"Tiny construct","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.\nThis is the final spell in the process of creating a bogun.\nSee the bogun's description for further details.\nMaterial Component: The mannequin from which the bogun is created.\nXP Cost: 25 XP.\nBogun\nTiny Construct\nHit Dice: 2d10(11 hp)\nInitiative: +3\nSpeed: 20 ft., fly 50 ft. (good) AC: 15 (+3 Dex, +2 size)\nAttacks: Nettles +1 melee\nDamage: Nettles 1d4-2 and poison\nFace\/Reach: 2 1\/2 ft. by 2 1\/2 ft.\/0 ft.\nSpecial Attacks: Poison\nSpecial Qualities: Construct traits\nSaves: Fort +0, Ref +3, Will +1\nAbilities: Str 7, Dex 16, Con --, Int 8, Wis 13, Cha 10\nClimate\/Terrain: Any (typically forest)\nOrganization: Solitary\nChallenge Rating: 1\nTreasure: None\nAlignment: Any neutral (always the same as the creator)\nAdvancement: 3-6 HD (Tiny)\nA begun is a small nature servant created by a druid.\nLike a homunculus, it is an extension of its creator, sharing the same alignment and link to nature.\nA bogun does not fight particularly well, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window.\nFor the most part, a bogun simply carries out its creator's instructions.\nBecause it is self-aware and somewhat willful, however, its behavior is not entirely predictable.\nOn rare occasions (5% of the time), the bogun may refuse to perform a particular task.\nIn that case, the creator must make a Diplomacy check (DC 11) to convince the creature to cooperate.\nSuccess means the bogun performs the task as requested; failure indicates that it either does exactly the opposite or refuses to do anything at all for one day (DM's option as to which).\nA bogun cannot speak, but the process of creating one links it telepathically with its creator.\nIt knows what its creator knows and can convey to him or her everything it sees and hears, up to a range of 500 yards.\nA bogun never travels beyond this range willingly, though it can be removed forcibly.\nIn that case, it does everything in its power to regain contact with its creator.\nAn attack that destroys a bogun also deals its creator 2d10 points of damage.\nIf the creator is slain, the bogun also dies, and its body collapses into a heap of rotting vegetation.\nA bogun looks like a vaguely humanoid mound of compost.\nThe creator determines its precise features, but the typical bogun stands about 18 inches tall and has a wingspan of about 2 feet.\nIts skin is covered with nettles and branches.\nCombat\nA bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison.\nPoison (Ex): Nettles, Fort save (DC 11); initial and secondary damage 1d6 temporary Dex.\nThe creator of a bogun is immune to its poison.\nConstruct Traits: Immune to mind-influencing effects, poison, disease, and similar effects.\nNot subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.\nAlthough it is made of vegetable matter, a bogun is not a plant and is therefore is not subject to spells that affect only plants.\nConstruction\nUnlike a homunculus, a bogun is created from natural materials available in any forest.\nThus, there is no gold piece cost for its creation.\nAll materials used become permanent parts of the bogun.\nThe creator must be at least 7th level and possess the Craft Wondrous Item feat to make a bogun.\nBefore casting any spells, a physical form must be woven out of living (or once-living) vegetable matter to hold the magical energy.\nA bit of the creator's own body, such as a few strands of hair or a drop of blood, must also be incorporated into this crude mannequin.\nThe creator may assemble the body personally or hire someone else to do it.\nCreating the mannequin requires a Craft (basketweaving or weaving) check (DC 12).\nOnce the body is finished, the creator must animate it through an extended magical ritual that requires a week to complete.\nThe creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic.\nIf the creator is personally weaving the creature's body, that process and the ritual can be performed together.\nWhen not actively working on the ritual, the creator must rest and can perform no other activities except eating, sleeping, or talking.\nMissing even one day causes the process to fail.\nAt that point, the ritual must be started anew, though the previously crafted body and the grove can be reused.\nOn the final day of the ritual, the creator must personally cast control plants, wood shape, and beget bogun.\nThese spells can come from outside sources, such as scrolls, rather than being prepared, if the creator prefers.","short_description":"Beget bogun allows you to infuse living magic into a small mannequin that you have created from veget...","material_components":"0","name":"Beget Bogun","level":"Druid 1","full_text":"<div><p><h5>Beget Bogun<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Tiny construct<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.<br \/>This is the final spell in the process of creating a bogun.<br \/>See the bogun&#39;s description for further details.<br \/>Material Component: The mannequin from which the bogun is created.<br \/>XP Cost: 25 XP.<br \/>Bogun<br \/>Tiny Construct<br \/>Hit Dice: 2d10(11 hp)<br \/>Initiative: +3<br \/>Speed: 20 ft., fly 50 ft. (good) AC: 15 (+3 Dex, +2 size)<br \/>Attacks: Nettles +1 melee<br \/>Damage: Nettles 1d4-2 and poison<br \/>Face\/Reach: 2 1\/2 ft. by 2 1\/2 ft.\/0 ft.<br \/>Special Attacks: Poison<br \/>Special Qualities: Construct traits<br \/>Saves: Fort +0, Ref +3, Will +1<br \/>Abilities: Str 7, Dex 16, Con &#8212;, Int 8, Wis 13, Cha 10<br \/>Climate\/Terrain: Any (typically forest)<br \/>Organization: Solitary<br \/>Challenge Rating: 1<br \/>Treasure: None<br \/>Alignment: Any neutral (always the same as the creator)<br \/>Advancement: 3-6 HD (Tiny)<br \/>A begun is a small nature servant created by a druid.<br \/>Like a homunculus, it is an extension of its creator, sharing the same alignment and link to nature.<br \/>A bogun does not fight particularly well, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window.<br \/>For the most part, a bogun simply carries out its creator&#39;s instructions.<br \/>Because it is self-aware and somewhat willful, however, its behavior is not entirely predictable.<br \/>On rare occasions (5% of the time), the bogun may refuse to perform a particular task.<br \/>In that case, the creator must make a Diplomacy check (DC 11) to convince the creature to cooperate.<br \/>Success means the bogun performs the task as requested; failure indicates that it either does exactly the opposite or refuses to do anything at all for one day (DM&#39;s option as to which).<br \/>A bogun cannot speak, but the process of creating one links it telepathically with its creator.<br \/>It knows what its creator knows and can convey to him or her everything it sees and hears, up to a range of 500 yards.<br \/>A bogun never travels beyond this range willingly, though it can be removed forcibly.<br \/>In that case, it does everything in its power to regain contact with its creator.<br \/>An attack that destroys a bogun also deals its creator 2d10 points of damage.<br \/>If the creator is slain, the bogun also dies, and its body collapses into a heap of rotting vegetation.<br \/>A bogun looks like a vaguely humanoid mound of compost.<br \/>The creator determines its precise features, but the typical bogun stands about 18 inches tall and has a wingspan of about 2 feet.<br \/>Its skin is covered with nettles and branches.<br \/>Combat<br \/>A bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison.<br \/>Poison (Ex): Nettles, Fort save (DC 11); initial and secondary damage 1d6 temporary Dex.<br \/>The creator of a bogun is immune to its poison.<br \/>Construct Traits: Immune to mind-influencing effects, poison, disease, and similar effects.<br \/>Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.<br \/>Although it is made of vegetable matter, a bogun is not a plant and is therefore is not subject to spells that affect only plants.<br \/>Construction<br \/>Unlike a homunculus, a bogun is created from natural materials available in any forest.<br \/>Thus, there is no gold piece cost for its creation.<br \/>All materials used become permanent parts of the bogun.<br \/>The creator must be at least 7th level and possess the Craft Wondrous Item feat to make a bogun.<br \/>Before casting any spells, a physical form must be woven out of living (or once-living) vegetable matter to hold the magical energy.<br \/>A bit of the creator&#39;s own body, such as a few strands of hair or a drop of blood, must also be incorporated into this crude mannequin.<br \/>The creator may assemble the body personally or hire someone else to do it.<br \/>Creating the mannequin requires a Craft (basketweaving or weaving) check (DC 12).<br \/>Once the body is finished, the creator must animate it through an extended magical ritual that requires a week to complete.<br \/>The creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic.<br \/>If the creator is personally weaving the creature&#39;s body, that process and the ritual can be performed together.<br \/>When not actively working on the ritual, the creator must rest and can perform no other activities except eating, sleeping, or talking.<br \/>Missing even one day causes the process to fail.<br \/>At that point, the ritual must be started anew, though the previously crafted body and the grove can be reused.<br \/>On the final day of the ritual, the creator must personally cast control plants, wood shape, and beget bogun.<br \/>These spells can come from outside sources, such as scrolls, rather than being prepared, if the creator prefers.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"10 minutes","range":"Touch","target":"","effect":"One smoky, horselike creature","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You use a tire source to create a plume of smoke, which you capture in a special bottle you're holding.\nIt the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke.\nIt makes no sound, and anything that touches it simply passes through it.\nTo mount this smoke horse, the would-be rider must make a successful Ride check (DC 10) while holding the bottle in one hand.\nAnyone attempting to mount without the bottle simply passes through the horse's form Letting go of the bottle after mounting causes the rider to fall through the horses smoky form; he or she cannot thereafter remount without the intact bottle in hand.\nIt the bottle is broken, the spell ends immediately and the rider (if mounted).\nfalls to the ground.\nThe smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet.\nIt can send smoke billowing out behind it at the rider's behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves.\nA wind that is at least severe (31+ mph, or magical wind of any kind, disperses the horse (and any smoke it has produced; instantly.\nOtherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down.\nStarting or stopping the smoke trail is a free action.\nThe mount and the smoke trail it produces give one-half concealment (.\n20% miss chance) to anyone behind them.\nThe mount is immune to all damage and other attacks because material objects and spells simply pass through it.\nIt cannot attack.\nThe rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move-equivalent action) and stoppering it again (another move-equivalent action) in the next round after the horse is inside.\nIf the bottle is reopened later, the spell reactivates with its remaining duration intact.\nRegardless of how much duration remains unused, the spell ceases functioning one day after it is cast.\nIf dispelled at any time while the bottle is corked, the spell ends.\nFocus: An ornate, corked bottle worth at Least 50 gp.","short_description":"You use a tire source to create a plume of smoke, which you capture in a special bottle you're holdin...","material_components":"0","name":"Bottle of Smoke","level":"Druid 4 \/ Ranger 3","full_text":"<div><p><h5>Bottle of Smoke<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One smoky, horselike creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You use a tire source to create a plume of smoke, which you capture in a special bottle you&#39;re holding.<br \/>It the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke.<br \/>It makes no sound, and anything that touches it simply passes through it.<br \/>To mount this smoke horse, the would-be rider must make a successful Ride check (DC 10) while holding the bottle in one hand.<br \/>Anyone attempting to mount without the bottle simply passes through the horse&#39;s form Letting go of the bottle after mounting causes the rider to fall through the horses smoky form; he or she cannot thereafter remount without the intact bottle in hand.<br \/>It the bottle is broken, the spell ends immediately and the rider (if mounted).<br \/>falls to the ground.<br \/>The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet.<br \/>It can send smoke billowing out behind it at the rider&#39;s behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves.<br \/>A wind that is at least severe (31+ mph, or magical wind of any kind, disperses the horse (and any smoke it has produced; instantly.<br \/>Otherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down.<br \/>Starting or stopping the smoke trail is a free action.<br \/>The mount and the smoke trail it produces give one-half concealment (.<br \/>20% miss chance) to anyone behind them.<br \/>The mount is immune to all damage and other attacks because material objects and spells simply pass through it.<br \/>It cannot attack.<br \/>The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move-equivalent action) and stoppering it again (another move-equivalent action) in the next round after the horse is inside.<br \/>If the bottle is reopened later, the spell reactivates with its remaining duration intact.<br \/>Regardless of how much duration remains unused, the spell ceases functioning one day after it is cast.<br \/>If dispelled at any time while the bottle is corked, the spell ends.<br \/>Focus: An ornate, corked bottle worth at Least 50 gp.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"20-ft.-long, 1-ft.-thick wall of vegetation","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You raise a barrier of plant life before you.\nAny creature trying to pass through this blockade must succeed at a Strength check (DC 15) to do so; success ends its movement on the other side of the wall.\nFire burns away the blockade in 1 round, or creatures with appropriate implements can chop through it in 1 minute.","short_description":"You raise a barrier of plant life before you.","material_components":"0","name":"Green Blockade","level":"Druid 2","full_text":"<div><p><h5>Green Blockade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-long, 1-ft.-thick wall of vegetation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You raise a barrier of plant life before you.<br \/>Any creature trying to pass through this blockade must succeed at a Strength check (DC 15) to do so; success ends its movement on the other side of the wall.<br \/>Fire burns away the blockade in 1 round, or creatures with appropriate implements can chop through it in 1 minute.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell is the same as regenerate ring, except that it grants fast healing at the rate of 3 hit points per round.","short_description":"This spell is the same as regenerate ring, except that it grants fast healing at the rate of 3 hit po...","material_components":"0","name":"Regenerate Circle","level":"Druid 6","full_text":"<div><p><h5>Regenerate Circle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as regenerate ring, except that it grants fast healing at the rate of 3 hit points per round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of 4 hit points per round.","short_description":"This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of ...","material_components":"0","name":"Regenerate Critical Wounds","level":"Cleric 6 \/ Druid 5","full_text":"<div><p><h5>Regenerate Critical Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of 4 hit points per round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 rounds + 1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell.\nThis healing applies only to damage sustained during the spell's duration, not to that from previous injuries.\nThe subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized it he or she begins dying from hit point loss during that time.\nRegenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.\nThe effects of multiple regenerate spells do not stack, only the highest-level effect applies.\nApplying a second regenerate spell of equal level extends the first spells duration by the full duration of the second spell.","short_description":"With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ...","material_components":"0","name":"Regenerate Light Wounds","level":"Cleric 1 \/ Druid 1","full_text":"<div><p><h5>Regenerate Light Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 rounds + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a touch of your hand, you boost the subject&#39;s life energy, granting him or her the fast healing ability for the duration of the spell.<br \/>This healing applies only to damage sustained during the spell&#39;s duration, not to that from previous injuries.<br \/>The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized it he or she begins dying from hit point loss during that time.<br \/>Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.<br \/>The effects of multiple regenerate spells do not stack, only the highest-level effect applies.<br \/>Applying a second regenerate spell of equal level extends the first spells duration by the full duration of the second spell.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of 2 hit points per round.","short_description":"This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of ...","material_components":"0","name":"Regenerate Moderate Wounds","level":"Cleric 3 \/ Druid 2","full_text":"<div><p><h5>Regenerate Moderate Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of 2 hit points per round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 action","range":"20 ft.","target":"One creature\/two levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"10 rounds + 1 round\/two levels","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.\nThis healing applies only to damage sustained during the spells duration, not to that from previous injuries.\nEach subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.\nRegenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.\nThe effects of multiple regenerate spells do not stack; only the highest-level effect applies.\nApplying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.","short_description":"You invoke healing energy over a group of creatures, granting each the fast healing ability for the d...","material_components":"0","name":"Regenerate Ring","level":"Druid 3","full_text":"<div><p><h5>Regenerate Ring<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 rounds + 1 round\/two levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.<br \/>This healing applies only to damage sustained during the spells duration, not to that from previous injuries.<br \/>Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.<br \/>Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.<br \/>The effects of multiple regenerate spells do not stack; only the highest-level effect applies.<br \/>Applying a second regenerate spell of equal level extends the first spell&#39;s duration by the full duration of the second spell.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of 3 hit points per round.","short_description":"This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of ...","material_components":"0","name":"Regenerate Serious Wounds","level":"Cleric 5 \/ Druid 4","full_text":"<div><p><h5>Regenerate Serious Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as regenerate light wounds, except that it grants fast healing at the rate of 3 hit points per round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius spread","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"You create a wave of green slime that begins at the range\nyou choose and violently spreads to the limit of the area.\nThe wave splashes and splatters as it passes; some slime clings to any wall or ceiling.\nEach creature in the area that fails its Reflex save is covered with one patch of green slime for every 5 feet of its face.\nGreen slime devours flesh and organic materials on contact, and even dissolves metal.\nA patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh.\nAgainst wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood.\nIt does not harm stone.\nOn the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well).\nExtreme cold or heat, sunlight, or a remove disease spell destroys the green slime.\nUnlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.\nMaterial Component: A few drops of stagnant pond water.","short_description":"You create a wave of green slime that begins at the range\nyou choose and violently spreads to the lim...","material_components":"0","name":"Slime Wave","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Slime Wave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a wave of green slime that begins at the range<br \/>you choose and violently spreads to the limit of the area.<br \/>The wave splashes and splatters as it passes; some slime clings to any wall or ceiling.<br \/>Each creature in the area that fails its Reflex save is covered with one patch of green slime for every 5 feet of its face.<br \/>Green slime devours flesh and organic materials on contact, and even dissolves metal.<br \/>A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh.<br \/>Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood.<br \/>It does not harm stone.<br \/>On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well).<br \/>Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime.<br \/>Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.<br \/>Material Component: A few drops of stagnant pond water.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One nature servant","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"A wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks.\nIt can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn't involve knowledge of technology.\nIt cannot, for example, open a latched chest, since it doesn't know how a latch works.\nThe wose can perform only one activity at a time, but it repeats the same activity if told to do so.\nThus, if you commanded it to gather leaves, it would continue to do so while you turned your attention elsewhere, as long as you remained within range.\nThe wose has an effective Strength score of 2, so it can lift 20 pounds or drag 100 pounds.\nIt can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates.\nIts speed is 15 feet in any direction, even up.\nA wood wose cannot attack in any way; it is never allowed an attack roll or a saving throw.\nIt cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.\nIf you attempt to send the wose beyond the spell's range (measured from your current position), it ceases to exist.","short_description":"A wood wose is a translucent, green nature spirit that you can command to perform simple natural task...","material_components":"0","name":"Wood Wose","level":"Druid 1","full_text":"<div><p><h5>Wood Wose<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One nature servant<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks.<br \/>It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn&#39;t involve knowledge of technology.<br \/>It cannot, for example, open a latched chest, since it doesn&#39;t know how a latch works.<br \/>The wose can perform only one activity at a time, but it repeats the same activity if told to do so.<br \/>Thus, if you commanded it to gather leaves, it would continue to do so while you turned your attention elsewhere, as long as you remained within range.<br \/>The wose has an effective Strength score of 2, so it can lift 20 pounds or drag 100 pounds.<br \/>It can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates.<br \/>Its speed is 15 feet in any direction, even up.<br \/>A wood wose cannot attack in any way; it is never allowed an attack roll or a saving throw.<br \/>It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.<br \/>If you attempt to send the wose beyond the spell&#39;s range (measured from your current position), it ceases to exist.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"If you fail a Wilderness Lore check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to establish the trail.\nIt the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.","short_description":"If you fail a Wilderness Lore check to track a creature while this spell functions, you can immediate...","material_components":"0","name":"Bloodhound","level":"Ranger 1","full_text":"<div><p><h5>Bloodhound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>If you fail a Wilderness Lore check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to establish the trail.<br \/>It the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of a favored enemy.\nThe amount of information revealed depends on how long you study a particular area.\n1st Round: Presence or absence of a favored enemy in the area.\n2nd Round: Types of favored enemies in the area and the number of each type.\n3rd Round: The location and HD of each individual present, as though revealed by a power sight effect.\nNote: Each round you can turn to detect things in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.","short_description":"You can sense the presence of a favored enemy.","material_components":"0","name":"Detect Favored Enemy","level":"Ranger 3","full_text":"<div><p><h5>Detect Favored Enemy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the presence of a favored enemy.<br \/>The amount of information revealed depends on how long you study a particular area.<br \/>1st Round: Presence or absence of a favored enemy in the area.<br \/>2nd Round: Types of favored enemies in the area and the number of each type.<br \/>3rd Round: The location and HD of each individual present, as though revealed by a power sight effect.<br \/>Note: Each round you can turn to detect things in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5ft.\/2 levels)","target":"One creature","effect":"Instantaneous","area":"","duration":"","saving_throw":"None","spell_resistance":"No","description":"You determine the number of Hit Dice (including those from class levels) a creature currently has. If the creature has both monster Hit Dice and class levels, power sight reveals only the total. You cannot determine what class levels a creature has, and negative levels do not count against its HD. For example, both a 10-HD creature and a 10th-level character with 4 negative levels appear as 10-HD creatures.","short_description":"You determine the number of Hit Dice (including those from class levels) a creature currently has.","material_components":"0","name":"Power Sight","level":"Druid 1","full_text":"<div><p><h5>Power Sight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You determine the number of Hit Dice (including those from class levels) a creature currently has. If the creature has both monster Hit Dice and class levels, power sight reveals only the total. You cannot determine what class levels a creature has, and negative levels do not count against its HD. For example, both a 10-HD creature and a 10th-level character with 4 negative levels appear as 10-HD creatures.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 92<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"This spell grants you the effects of speak with animals, speak with plants, and tongues, enabling you to communicate with any living creature, including unintelligent ones such as normal plants.\nYou can ask questions of and receive answers from any creatures, although the spell doesn't make them any more friendly or cooperative than normal.\nYou can make yourself understood as far as your voice carries.\nYou also gain the ability to speak with stone, metal, earth, water, or any other solid or semisolid object or terrain feature as though under the influence of stone tell.\nAny such object or terrain feature can relate to you who or what has touched it, as well as what is covered or concealed behind or under it, providing complete descriptions as requested.\nHowever, an object's perspective, perception, and knowledge may prevent it from providing the details you are looking for (DM's discretion).\nThis spell does not include a speak with dead effect, so you cannot access the past memories of dead creatures.\nThough you understand every creature and object, you may speak only one language (or rough equivalent) at a time.","short_description":"This spell grants you the effects of speak with animals, speak with plants, and tongues, enabling you...","material_components":"0","name":"Speak With Anything","level":"Druid 8","full_text":"<div><p><h5>Speak With Anything<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you the effects of speak with animals, speak with plants, and tongues, enabling you to communicate with any living creature, including unintelligent ones such as normal plants.<br \/>You can ask questions of and receive answers from any creatures, although the spell doesn&#39;t make them any more friendly or cooperative than normal.<br \/>You can make yourself understood as far as your voice carries.<br \/>You also gain the ability to speak with stone, metal, earth, water, or any other solid or semisolid object or terrain feature as though under the influence of stone tell.<br \/>Any such object or terrain feature can relate to you who or what has touched it, as well as what is covered or concealed behind or under it, providing complete descriptions as requested.<br \/>However, an object&#39;s perspective, perception, and knowledge may prevent it from providing the details you are looking for (DM&#39;s discretion).<br \/>This spell does not include a speak with dead effect, so you cannot access the past memories of dead creatures.<br \/>Though you understand every creature and object, you may speak only one language (or rough equivalent) at a time.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 action","range":"30 ft.","target":"","effect":"","area":"You and all allies and enemies within a 30-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"This spell creates the sensation that the sky is filled with invisible nature spirits and sussurating voices.\nThis effect is a boon to you and your allies and a bane to your enemies.\nYou gain a +2 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear effects for the duration of the spell, as does each of your allies within the area.\nEach of your enemies within the area who fails a Will save behaves as if affected by a fear spell.\nEach round, every affected enemy gets a new Will save to shake off the effects of this spell.\nAn enemy who makes a successful save need not make any more saving throws for the duration of the spell.\nCreatures immune to fear are immune to both aspects of this spell.","short_description":"This spell creates the sensation that the sky is filled with invisible nature spirits and sussurating...","material_components":"0","name":"Big Sky","level":"Druid 5","full_text":"<div><p><h5>Big Sky<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates the sensation that the sky is filled with invisible nature spirits and sussurating voices.<br \/>This effect is a boon to you and your allies and a bane to your enemies.<br \/>You gain a +2 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear effects for the duration of the spell, as does each of your allies within the area.<br \/>Each of your enemies within the area who fails a Will save behaves as if affected by a fear spell.<br \/>Each round, every affected enemy gets a new Will save to shake off the effects of this spell.<br \/>An enemy who makes a successful save need not make any more saving throws for the duration of the spell.<br \/>Creatures immune to fear are immune to both aspects of this spell.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One Medium-size or smaller animal with less than 5 HD","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"This enchantment clouds the target animal's mind.\nThe subject is not stunned, so attackers get no special advantage against it, but it cannot move or attack.","short_description":"This enchantment clouds the target animal's mind.","material_components":"0","name":"Daze Animal","level":"Druid 0","full_text":"<div><p><h5>Daze Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This enchantment clouds the target animal&#39;s mind.<br \/>The subject is not stunned, so attackers get no special advantage against it, but it cannot move or attack.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid","effect":"","area":"","duration":"3 rounds + the subject's Constitution modifier","saving_throw":"Will negates","spell_resistance":"Yes","description":"False bravado causes the subject to grow overconfident, believing that he or she has gained the full effects of a barbarian's rage (Constitution and Strength bonuses as well as improved Will saves).\nIn fact, however, the affected creature incurs all the penalties of a barbarian's rage but gains none of its advantages.\nThe subject suffers a -2 penalty to AC and cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells.\nAt the end of the spell's duration, the creature is fatigued (-\n2 penalties to Strength and Dexterity, unable to charge or run) for the rest of that encounter.\nFocus: A small mirror with a sigil of bravery painted upon it, worth at least 25 gp.","short_description":"False bravado causes the subject to grow overconfident, believing that he or she has gained the full ...","material_components":"0","name":"False Bravado","level":"Druid 3","full_text":"<div><p><h5>False Bravado<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds + the subject's Constitution modifier<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>False bravado causes the subject to grow overconfident, believing that he or she has gained the full effects of a barbarian&#39;s rage (Constitution and Strength bonuses as well as improved Will saves).<br \/>In fact, however, the affected creature incurs all the penalties of a barbarian&#39;s rage but gains none of its advantages.<br \/>The subject suffers a -2 penalty to AC and cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells.<br \/>At the end of the spell&#39;s duration, the creature is fatigued (-<br \/>2 penalties to Strength and Dexterity, unable to charge or run) for the rest of that encounter.<br \/>Focus: A small mirror with a sigil of bravery painted upon it, worth at least 25 gp.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 action","range":"15 ft.","target":"","effect":"All creatures in a 15-ft. radius","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"With this spell, you can trigger the insightful and baleful magic of a mandrake root.\nWhen you pull it from its dark container, you and all other creatures within 15 feet must make a Will save against its scream.\nThose who succeed gain a true seeing effect; those who fail behave as though affected by confusion.\nBoth effects last until the spell ends.\nMaterial Component: A mandrake root worth at least 100 gp in a secure container with the same value.","short_description":"With this spell, you can trigger the insightful and baleful magic of a mandrake root.","material_components":"0","name":"Mandragora","level":"Druid 6","full_text":"<div><p><h5>Mandragora<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>15 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>All creatures in a 15-ft. radius<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you can trigger the insightful and baleful magic of a mandrake root.<br \/>When you pull it from its dark container, you and all other creatures within 15 feet must make a Will save against its scream.<br \/>Those who succeed gain a true seeing effect; those who fail behave as though affected by confusion.<br \/>Both effects last until the spell ends.<br \/>Material Component: A mandrake root worth at least 100 gp in a secure container with the same value.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Any number of animals, beasts, and magical beasts with Intelligence 1 or 2, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"This spell soothes and quiets the subjects, rendering them docile and harmless.\nAnimals trained to attack or guard, dire animals, legendary animals, beasts, and magical beasts are entitled to saving throws against this effect; normal animals are not.\n(A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a winter wolf, a bulette, or a trained guard dog).\nThe subjects remain where they are and do not attack or flee.\nThey are not helpless, so they defend themselves normally if attacked.\nAny threat (fire, a hungry predator, or an imminent attack, for example) breaks the spell on the threatened creatures.","short_description":"This spell soothes and quiets the subjects, rendering them docile and harmless.","material_components":"0","name":"Calm, Mass","level":"Druid 4","full_text":"<div><p><h5>Calm, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell soothes and quiets the subjects, rendering them docile and harmless.<br \/>Animals trained to attack or guard, dire animals, legendary animals, beasts, and magical beasts are entitled to saving throws against this effect; normal animals are not.<br \/>(A druid could calm a normal bear or wolf with little trouble, but it&#39;s more difficult to affect a winter wolf, a bulette, or a trained guard dog).<br \/>The subjects remain where they are and do not attack or flee.<br \/>They are not helpless, so they defend themselves normally if attacked.<br \/>Any threat (fire, a hungry predator, or an imminent attack, for example) breaks the spell on the threatened creatures.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Any number of animals, beasts, and magical beasts with Intelligence 1 or 2, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"Your swaying motions and music (or singing, or chanting) compel the subjects to do nothing but watch you.\nAnimals trained to attack or guard, dire animals, legendary animals, beasts, and magical beasts are entitled to saving throws; normal animals are not.\nAn affected creature can be struck (with a +2 bonus on the attack roll, as if it were stunned), but such an action breaks the spell on that creature.","short_description":"Your swaying motions and music (or singing, or chanting) compel the subjects to do nothing but watch ...","material_components":"0","name":"Trance, Mass","level":"Druid 5","full_text":"<div><p><h5>Trance, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your swaying motions and music (or singing, or chanting) compel the subjects to do nothing but watch you.<br \/>Animals trained to attack or guard, dire animals, legendary animals, beasts, and magical beasts are entitled to saving throws; normal animals are not.<br \/>An affected creature can be struck (with a +2 bonus on the attack roll, as if it were stunned), but such an action breaks the spell on that creature.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"10 minutes, +1 action per bolt called","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"See text","area":"","duration":"10 minutes\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"This spell is similar to call lightning, except that you may call down bolts every 5 minutes.\nTo cast greater call lightning, you must be in a stormy area--a rain shower, a tornado (including a whirlwind formed by a djinn or air elemental of 7 HD or more), clouds and wind, or even hot and cloudy conditions will do.\nWhile you are in such an area, you can call down one bolt of lightning every 5 minutes.\nYou need not do so immediately upon casting--other actions, even spellcasting, can be performed at any time during the spell's duration.\nHowever, you must use a standard action to concentrate on the spell when you call each bolt.\nEach bolt of lightning flashes down in a vertical stroke, striking any target point you designate that is within range (measured from your position at the time).\nIt takes the shortest possible unobstructed path between a nearby cloud and the target point.\nAny creature within a 10-foot radius of the bolt's path or the point where it strikes is affected.\nEach bolt deals 1d10 points of electrical damage per caster level (maximum 15d10).\nGreater call lightning is usable only outdoors; it does not function indoors, underground, or underwater.\nThe spell ends if you leave the stormy area.","short_description":"This spell is similar to call lightning, except that you may call down bolts every 5 minutes.","material_components":"0","name":"Call Lightning, Greater","level":"Druid 6","full_text":"<div><p><h5>Call Lightning, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes, +1 action per bolt called<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is similar to call lightning, except that you may call down bolts every 5 minutes.<br \/>To cast greater call lightning, you must be in a stormy area&#8212;a rain shower, a tornado (including a whirlwind formed by a djinn or air elemental of 7 HD or more), clouds and wind, or even hot and cloudy conditions will do.<br \/>While you are in such an area, you can call down one bolt of lightning every 5 minutes.<br \/>You need not do so immediately upon casting&#8212;other actions, even spellcasting, can be performed at any time during the spell&#39;s duration.<br \/>However, you must use a standard action to concentrate on the spell when you call each bolt.<br \/>Each bolt of lightning flashes down in a vertical stroke, striking any target point you designate that is within range (measured from your position at the time).<br \/>It takes the shortest possible unobstructed path between a nearby cloud and the target point.<br \/>Any creature within a 10-foot radius of the bolt&#39;s path or the point where it strikes is affected.<br \/>Each bolt deals 1d10 points of electrical damage per caster level (maximum 15d10).<br \/>Greater call lightning is usable only outdoors; it does not function indoors, underground, or underwater.<br \/>The spell ends if you leave the stormy area.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"5 rounds\/level","saving_throw":"See text","spell_resistance":"Yes","description":"By filling the subject's mouth and throat with unbreathable gas, you prevent him or her from doing much more than coughing and spitting.\nThe subject can hold his or her breath for 2 rounds per point of Constitution but must make a Constitution check (DC 10 +1 per previous success) each round thereafter to continue doing so.\nFailure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp).\nOn the next round, the subject drops to -1 hit points and is dying; on the third round, he or she suffocates (see Suffocation in Chapter 3 of the DUNGEON MASTER'S Guide).","short_description":"By filling the subject's mouth and throat with unbreathable gas, you prevent him or her from doing mu...","material_components":"0","name":"Miasma","level":"Druid 4","full_text":"<div><p><h5>Miasma<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By filling the subject&#39;s mouth and throat with unbreathable gas, you prevent him or her from doing much more than coughing and spitting.<br \/>The subject can hold his or her breath for 2 rounds per point of Constitution but must make a Constitution check (DC 10 +1 per previous success) each round thereafter to continue doing so.<br \/>Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp).<br \/>On the next round, the subject drops to -1 hit points and is dying; on the third round, he or she suffocates (see Suffocation in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide).<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You infuse the subject with the spirit of nature.\nThe affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.","short_description":"You infuse the subject with the spirit of nature.","material_components":"0","name":"Nature's Avatar","level":"Druid 9","full_text":"<div><p><h5>Nature's Avatar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You infuse the subject with the spirit of nature.<br \/>The affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"5 rounds\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every two caster levels you possess.","short_description":"By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage r...","material_components":"0","name":"Nature's Favor","level":"Druid 3 \/ Ranger 2","full_text":"<div><p><h5>Nature's Favor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every two caster levels you possess.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"10 ft.","target":"","effect":"","area":"Semicircular burst of sand 10 ft. long, centered on your hands","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You fire a hail of hot sand from your fingers, dealing 1d6 points of subdual damage to creatures in the arc.\n(See the illustration in the burning hands spell description in the Player's Handbook for details of the arc).\nAny creature that fails its Reflex save is also stunned for 1 round.","short_description":"You fire a hail of hot sand from your fingers, dealing 1d6 points of subdual damage to creatures in t...","material_components":"0","name":"Sandblast","level":"Druid 1","full_text":"<div><p><h5>Sandblast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fire a hail of hot sand from your fingers, dealing 1d6 points of subdual damage to creatures in the arc.<br \/>(See the illustration in the burning hands spell description in the Player&#39;s Handbook for details of the arc).<br \/>Any creature that fails its Reflex save is also stunned for 1 round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Pattern of lightning spreads similar to a fireball (see text)","duration":"Instantaneous","saving_throw":"None or Reflex half (see text)","spell_resistance":"Yes","description":"Like the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning.\nWhen you cast it, either four large (2-foot-diameter) spheres or eight small (1-foot-diameter) spheres spring from your outstretched hand and streak in a straight line to the spot you designate.\nEach sphere leaves a trail of sparks behind it.\nAny creature in the straight-line path of these spheres is struck by each one and takes a total of 16d6 points of electricity damage (no save).\nThe spheres dissipate after dealing this damage.\nIf the spheres reach their destination, each bursts like an electrical fireball in a spread.\nThe patterns of their detonation and damage dealt to creatures in the area depend on the size of the spheres, as follows.\n(See the meteor swarm spell description in the Player's Handbook for details on the patterns).\nLarge Spheres: Each large sphere has a 15-foot-radius spread and deals 4d8 points of electricity damage.\nThe four spheres explode with their points of origin forming either a large diamond or a large box pattern (your choice) around the spell's central point of origin.\nThe blasts are 20 feet apart along the sides of the pattern, creating overlapping areas of the spell's effect and exposing the center to all four blasts.\nSmall Spheres: Each small sphere has a 7 1\/2-footradius\nspread and deals 2d6 points of electricity damage.\nThese spheres explode with their points of origin forming either a box-within-a-diamond pattern or a diamond-within-a-box pattern around the spell's central point of origin.\nEach of the pattern's outer sides measures 20 feet long.\nAll four areas overlap in the center of the pattern, and two or three areas overlap in various peripheral sections.\nA creature caught in one of the blasts may attempt a Reflex save for half damage.\nCreatures struck by multiple blasts must save against each blast separately.\nAny creature that fails a save is stunned for 1d4 rounds in addition to taking full damage.","short_description":"Like the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of the spell fireball...","material_components":"0","name":"Thunderswarm","level":"Druid 9","full_text":"<div><p><h5>Thunderswarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Like the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning.<br \/>When you cast it, either four large (2-foot-diameter) spheres or eight small (1-foot-diameter) spheres spring from your outstretched hand and streak in a straight line to the spot you designate.<br \/>Each sphere leaves a trail of sparks behind it.<br \/>Any creature in the straight-line path of these spheres is struck by each one and takes a total of 16d6 points of electricity damage (no save).<br \/>The spheres dissipate after dealing this damage.<br \/>If the spheres reach their destination, each bursts like an electrical fireball in a spread.<br \/>The patterns of their detonation and damage dealt to creatures in the area depend on the size of the spheres, as follows.<br \/>(See the meteor swarm spell description in the Player&#39;s Handbook for details on the patterns).<br \/>Large Spheres: Each large sphere has a 15-foot-radius spread and deals 4d8 points of electricity damage.<br \/>The four spheres explode with their points of origin forming either a large diamond or a large box pattern (your choice) around the spell&#39;s central point of origin.<br \/>The blasts are 20 feet apart along the sides of the pattern, creating overlapping areas of the spell&#39;s effect and exposing the center to all four blasts.<br \/>Small Spheres: Each small sphere has a 7 1\/2-footradius<br \/>spread and deals 2d6 points of electricity damage.<br \/>These spheres explode with their points of origin forming either a box-within-a-diamond pattern or a diamond-within-a-box pattern around the spell&#39;s central point of origin.<br \/>Each of the pattern&#39;s outer sides measures 20 feet long.<br \/>All four areas overlap in the center of the pattern, and two or three areas overlap in various peripheral sections.<br \/>A creature caught in one of the blasts may attempt a Reflex save for half damage.<br \/>Creatures struck by multiple blasts must save against each blast separately.<br \/>Any creature that fails a save is stunned for 1d4 rounds in addition to taking full damage.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A waterball is a spherical burst of water that looks like a blue fireball.\nAs with a fireball, you point your finger and determine the range (distance and height) at which the waterball is to burst.\nA blue, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the waterball at that point.\n(An early impact results in an early detonation).\nIf you attempt to send the bead through a narrow passage, such as an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.\n(See the fireball spell description in the Player's Handbook for details of the blast pattern).\nWhen it detonates, the waterball deals 1d6 points of subdual damage per caster level (maximum 10d6).\nAn affected creature can make a Reflex save for half damage.\nSince the damage is subdual rather than energy, it is subject to damage resistance.\nObjects take no damage unless they have a hardness of 0, in which case they take full damage.\nIf the damage caused to an interposing barrier shatters or breaks through it, the waterball may continue beyond it if the area permits; otherwise it stops at the barrier just as any other spell effect does.\nMaterial Component: A full waterskin that you burst when casting the spell.","short_description":"A waterball is a spherical burst of water that looks like a blue fireball.","material_components":"0","name":"Waterball","level":"Druid 4","full_text":"<div><p><h5>Waterball<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A waterball is a spherical burst of water that looks like a blue fireball.<br \/>As with a fireball, you point your finger and determine the range (distance and height) at which the waterball is to burst.<br \/>A blue, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the waterball at that point.<br \/>(An early impact results in an early detonation).<br \/>If you attempt to send the bead through a narrow passage, such as an arrow slit, you must &quot;hit&quot; the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.<br \/>(See the fireball spell description in the Player&#39;s Handbook for details of the blast pattern).<br \/>When it detonates, the waterball deals 1d6 points of subdual damage per caster level (maximum 10d6).<br \/>An affected creature can make a Reflex save for half damage.<br \/>Since the damage is subdual rather than energy, it is subject to damage resistance.<br \/>Objects take no damage unless they have a hardness of 0, in which case they take full damage.<br \/>If the damage caused to an interposing barrier shatters or breaks through it, the waterball may continue beyond it if the area permits; otherwise it stops at the barrier just as any other spell effect does.<br \/>Material Component: A full waterskin that you burst when casting the spell.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"See text","target":"","effect":"","area":"See text","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"This spell has two versions.\nTo cast either version, you must touch a plant and breathe on it.\nBlight Area:When you center this spell on a single normal plant, all normal plants within a 100-foot spread (including the one on which the spell was centered) immediately die.\nFlowers wilt, leaves fall to the ground, and foliage withers.\nThis spell has no effect on the soil, so new growth can replace the dead plants.\nThis effect allows no saving throw.\nBlight Plant Creature:When targeted on a single mobile or intelligent plant, such as a shambling mound or a treant, this spell deals 1d6 points of damage per caster level, to a maximum of 15d6.\nThe plant receives a Fortitude save for halt damage.","short_description":"This spell has two versions.","material_components":"0","name":"Blight","level":"Cleric 5 \/ Druid 4","full_text":"<div><p><h5>Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell has two versions.<br \/>To cast either version, you must touch a plant and breathe on it.<br \/>Blight Area:When you center this spell on a single normal plant, all normal plants within a 100-foot spread (including the one on which the spell was centered) immediately die.<br \/>Flowers wilt, leaves fall to the ground, and foliage withers.<br \/>This spell has no effect on the soil, so new growth can replace the dead plants.<br \/>This effect allows no saving throw.<br \/>Blight Plant Creature:When targeted on a single mobile or intelligent plant, such as a shambling mound or a treant, this spell deals 1d6 points of damage per caster level, to a maximum of 15d6.<br \/>The plant receives a Fortitude save for halt damage.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease in Chapter 3 of the DUNGEON MASTER'S Guide for descriptions).\nAny living creature you hit with a melee touch attack during the spell's duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save.\nYou cannot infect more than one creature per round.","short_description":"Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever,...","material_components":"0","name":"Contagious Touch","level":"Druid 6","full_text":"<div><p><h5>Contagious Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide for descriptions).<br \/>Any living creature you hit with a melee touch attack during the spell&#39;s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save.<br \/>You cannot infect more than one creature per round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"50 ft.","target":"","effect":"","area":"All enemies within a 50-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"Whenever an enemy within the area suffers normal (not subdual) damage, that wound festers for an additional 1 point of damage per round thereafter for the duration of the spell.\nA successful Heal check (DC 15) or the application of any cure spell or other healing magic (heal, healing circle, and so on) stops the festering.\nOnly one wound festers at a time; additional wounds suffered while the first is still festering are not subject to this effect.\nOnce festering has been stopped, however, any new wound suffered while the subject is within the area (before the spell expires) begins the process anew.\nFor example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell suffers 1 point of damage from festering the next round, and another 1 point on the round after that.\nOn the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round.\nThe next round, the subject remains within the emanation and takes another 3 points of damage in battle.\nThe festering begins again, inflicting 1 point of festering damage on the next round.","short_description":"Whenever an enemy within the area suffers normal (not subdual) damage, that wound festers for an addi...","material_components":"0","name":"Decomposition","level":"Druid 2","full_text":"<div><p><h5>Decomposition<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>50 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Whenever an enemy within the area suffers normal (not subdual) damage, that wound festers for an additional 1 point of damage per round thereafter for the duration of the spell.<br \/>A successful Heal check (DC 15) or the application of any cure spell or other healing magic (heal, healing circle, and so on) stops the festering.<br \/>Only one wound festers at a time; additional wounds suffered while the first is still festering are not subject to this effect.<br \/>Once festering has been stopped, however, any new wound suffered while the subject is within the area (before the spell expires) begins the process anew.<br \/>For example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell suffers 1 point of damage from festering the next round, and another 1 point on the round after that.<br \/>On the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round.<br \/>The next round, the subject remains within the emanation and takes another 3 points of damage in battle.<br \/>The festering begins again, inflicting 1 point of festering damage on the next round.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease in Chapter 3 of the DUNGEON MASTER'S Guide for descriptions).\nThe touched creature contracts the disease you have selected immediately (no incubation period) unless it makes a successful Fortitude save.\nUnlike a creature affected by contagion, the subject of an epidemic spell becomes a powerful vector for spreading the disease.\nAs long as the subject is afflicted with the disease, any living creature (except the caster) within 30 feet of him or her must make a Fortitude save or immediately contract the disease, regardless of its usual incubation period or method of transmission.\nAnyone infected in this manner also becomes a vector for the disease and can spread it in the same manner.\nThe save DC drops by 1 each day after the spell is cast, regardless of when any particular creature contracted it.\nA creature that makes a successful Fortitude save against this particular epidemic cannot contract that disease by any means for one day.\nThereafter, coming within 30 feet of an infected creature requires another save, with the same consequences for failure or success.\nYou are immune to any infection that originates from your own casting.","short_description":"Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever,...","material_components":"0","name":"Epidemic","level":"Druid 9","full_text":"<div><p><h5>Epidemic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Upon casting this spell, you must choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (see Disease in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide for descriptions).<br \/>The touched creature contracts the disease you have selected immediately (no incubation period) unless it makes a successful Fortitude save.<br \/>Unlike a creature affected by contagion, the subject of an epidemic spell becomes a powerful vector for spreading the disease.<br \/>As long as the subject is afflicted with the disease, any living creature (except the caster) within 30 feet of him or her must make a Fortitude save or immediately contract the disease, regardless of its usual incubation period or method of transmission.<br \/>Anyone infected in this manner also becomes a vector for the disease and can spread it in the same manner.<br \/>The save DC drops by 1 each day after the spell is cast, regardless of when any particular creature contracted it.<br \/>A creature that makes a successful Fortitude save against this particular epidemic cannot contract that disease by any means for one day.<br \/>Thereafter, coming within 30 feet of an infected creature requires another save, with the same consequences for failure or success.<br \/>You are immune to any infection that originates from your own casting.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes (see text)","description":"Your teeth and tongue become coated with a fast-acting, virulent poison.\nEach round, you may make a melee touch attack to deliver the poison via a kiss.\nThe poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later.\nEach instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster's Wisdom modifier).\nIf you fail to overcome a creature's spell resistance, both primary and secondary damage are negated, but only for that attack, if you use this attack against that creature again while the spell is in effect, you can try again to overcome its spell resistance.","short_description":"Your teeth and tongue become coated with a fast-acting, virulent poison.","material_components":"0","name":"Kiss of Death","level":"Druid 5","full_text":"<div><p><h5>Kiss of Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>Your teeth and tongue become coated with a fast-acting, virulent poison.<br \/>Each round, you may make a melee touch attack to deliver the poison via a kiss.<br \/>The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later.<br \/>Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster&#39;s Wisdom modifier).<br \/>If you fail to overcome a creature&#39;s spell resistance, both primary and secondary damage are negated, but only for that attack, if you use this attack against that creature again while the spell is in effect, you can try again to overcome its spell resistance.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"With this spell, you can return a dead creature to 0 hit points, provided it died within the last round.\nYou suffer 1d4 points of damage per Hit Die of the creature affected, and your spell resistance cannot overcome this damage.\nThe subject's soul must be free and willing to return (see Bringing Back the Dead in Chapter 10 of the Player's Handbook), if the subject's soul is not willing to return, the spell does not work; therefore, a subject who wants to return receives no saving throw.\nLast breath cures enough damage to bring the subject's current hit points to 0.\nAny ability scores damaged to 0 or below are raised to 1.\nNormal poison and normal disease are cured, but magical diseases and curses are not undone.\nThe spell closes mortal wounds and repairs lethal damage of most kinds, but missing body parts are still missing when the creature returns to life.\nNone of the dead creature's equipment or possessions are affected in any way by this spell.\nComing back from the dead is an ordeal.\nThe subject loses one level when it returns to life, just as if it had lost a level to an energy-draining creature.\nThis level loss cannot be repaired by any spell.\nA subject who was previously 1st level loses 1 point of Constitution instead.\nA character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.\nA spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.\nLast breath has no effect on a creature that has been dead for more than 1 round.\nA creature that died from a death effect can't be raised by this spell, nor can constructs, elementals, outsiders, and undead creatures, last breath cannot bring back a creature who has died of old age.","short_description":"With this spell, you can return a dead creature to 0 hit points, provided it died within the last rou...","material_components":"0","name":"Last Breath","level":"Druid 4","full_text":"<div><p><h5>Last Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you can return a dead creature to 0 hit points, provided it died within the last round.<br \/>You suffer 1d4 points of damage per Hit Die of the creature affected, and your spell resistance cannot overcome this damage.<br \/>The subject&#39;s soul must be free and willing to return (see Bringing Back the Dead in Chapter 10 of the Player&#39;s Handbook), if the subject&#39;s soul is not willing to return, the spell does not work; therefore, a subject who wants to return receives no saving throw.<br \/>Last breath cures enough damage to bring the subject&#39;s current hit points to 0.<br \/>Any ability scores damaged to 0 or below are raised to 1.<br \/>Normal poison and normal disease are cured, but magical diseases and curses are not undone.<br \/>The spell closes mortal wounds and repairs lethal damage of most kinds, but missing body parts are still missing when the creature returns to life.<br \/>None of the dead creature&#39;s equipment or possessions are affected in any way by this spell.<br \/>Coming back from the dead is an ordeal.<br \/>The subject loses one level when it returns to life, just as if it had lost a level to an energy-draining creature.<br \/>This level loss cannot be repaired by any spell.<br \/>A subject who was previously 1st level loses 1 point of Constitution instead.<br \/>A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.<br \/>A spellcasting creature that doesn&#39;t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.<br \/>Last breath has no effect on a creature that has been dead for more than 1 round.<br \/>A creature that died from a death effect can&#39;t be raised by this spell, nor can constructs, elementals, outsiders, and undead creatures, last breath cannot bring back a creature who has died of old age.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The subject becomes shaken, suffering a -2 morale penalty on attack rolls, saves, and checks for the duration of the spell.","short_description":"The subject becomes shaken, suffering a -2 morale penalty on attack rolls, saves, and checks for the ...","material_components":"0","name":"Scarecrow","level":"Druid 0","full_text":"<div><p><h5>Scarecrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes shaken, suffering a -2 morale penalty on attack rolls, saves, and checks for the duration of the spell.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Your summoned creatures within a spherical emanation with a radius equal to the range, centered on you","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength.\nThis effect lasts until the spell ends or the creature leaves the area.","short_description":"Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength.","material_components":"0","name":"Adrenaline Surge","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Adrenaline Surge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength.<br \/>This effect lasts until the spell ends or the creature leaves the area.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One willing animal of size Small, Medium-size, Large, or Huge","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You reduce the target animal's size by one category.\nFor example, a Large tiger affected by this spell becomes a Medium-size tiger.\nThis decrease in size allows the animal to fit better into tight spaces, such as the typical dungeon room or subterranean passage.\nThe size change also has a number of other effects, as given in the Monster Manual and summarized below.\nIf this spell would cause any ability score to drop to 0 or below, that score instead becomes 1 while all other effects apply normally.\nHuge to Large: The subject loses 8 points of Strength, 4 points of Constitution, and 3 points of natural armor, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.\nOverall, this change results in a -3 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -4 penalty on melee damage rolls, a -1 penalty to AC, and -2 hit points per Hit Die.\nThe subject's lace\/reach becomes 5 feet by 10 feet\/5 feet.\nLarge to Medium-Size: The subject loses 8 points of Strength, 4 points of Constitution, and 2 points of natural armor, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.\nOverall, this change results in a -3 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -4 penalty on melee damage rolls, no change to AC, and -2 hit points per Hit Die.\nThe subject's reach becomes 5 feet by 5 feet\/5 feet.\nMedium-Size to Small: The subject loses 4 points of Strength and 2 points of Constitution, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.\nOverall, this change results in a -1 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -2 penalty on melee damage rolls, a +2 bonus to AC, and -1 hit point per Hit Die.\nThe subject's face\/reach becomes 5 feet by 5 feet\/5 feet.\nSmall to Tiny: The subject loses 4 points of Strength while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.\nOverall, this change results in a -1 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -2 penalty on melee damage rolls, a +2 bonus to AC, and no change to hit points.\nThe subject's face\/reach becomes 2 1\/2 feet by 2 1\/2 feet\/0 feet.","short_description":"You reduce the target animal's size by one category.","material_components":"0","name":"Animal Reduction","level":"Druid 2 \/ Ranger 3","full_text":"<div><p><h5>Animal Reduction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You reduce the target animal&#39;s size by one category.<br \/>For example, a Large tiger affected by this spell becomes a Medium-size tiger.<br \/>This decrease in size allows the animal to fit better into tight spaces, such as the typical dungeon room or subterranean passage.<br \/>The size change also has a number of other effects, as given in the Monster Manual and summarized below.<br \/>If this spell would cause any ability score to drop to 0 or below, that score instead becomes 1 while all other effects apply normally.<br \/>Huge to Large: The subject loses 8 points of Strength, 4 points of Constitution, and 3 points of natural armor, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.<br \/>Overall, this change results in a -3 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -4 penalty on melee damage rolls, a -1 penalty to AC, and -2 hit points per Hit Die.<br \/>The subject&#39;s lace\/reach becomes 5 feet by 10 feet\/5 feet.<br \/>Large to Medium-Size: The subject loses 8 points of Strength, 4 points of Constitution, and 2 points of natural armor, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.<br \/>Overall, this change results in a -3 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -4 penalty on melee damage rolls, no change to AC, and -2 hit points per Hit Die.<br \/>The subject&#39;s reach becomes 5 feet by 5 feet\/5 feet.<br \/>Medium-Size to Small: The subject loses 4 points of Strength and 2 points of Constitution, while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.<br \/>Overall, this change results in a -1 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -2 penalty on melee damage rolls, a +2 bonus to AC, and -1 hit point per Hit Die.<br \/>The subject&#39;s face\/reach becomes 5 feet by 5 feet\/5 feet.<br \/>Small to Tiny: The subject loses 4 points of Strength while gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 bonus on attack rolls.<br \/>Overall, this change results in a -1 penalty on melee attack rolls, a +2 bonus on ranged attack rolls, a -2 penalty on melee damage rolls, a +2 bonus to AC, and no change to hit points.<br \/>The subject&#39;s face\/reach becomes 2 1\/2 feet by 2 1\/2 feet\/0 feet.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal companion bonded to you by an animal friendship effect","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your animal companion performs a trick of your choosing that it does not already know.\nThis trick can be any of those listed in the Animal Companions sidebar in Chapter 2 of the DUNGEON MASTER'S Guide or in Chapter 2 of this book.\nThe animal retains no knowledge of the trick after performing it.","short_description":"Your animal companion performs a trick of your choosing that it does not already know.","material_components":"0","name":"Animal Trick","level":"Druid 0 \/ Ranger 1","full_text":"<div><p><h5>Animal Trick<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your animal companion performs a trick of your choosing that it does not already know.<br \/>This trick can be any of those listed in the Animal Companions sidebar in Chapter 2 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide or in Chapter 2 of this book.<br \/>The animal retains no knowledge of the trick after performing it.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"5 ft.","target":"","effect":"","area":"5-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"By drawing on the power of the sun, you cause your body to emanate fire.\nThis fire extends 5 feet in all directions from your body, illuminating the area and doing 1d4+1 points of fire damage (Reflex save for half) to any creature it touches except you.","short_description":"By drawing on the power of the sun, you cause your body to emanate fire.","material_components":"0","name":"Body of the Sun","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Body of the Sun<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>By drawing on the power of the sun, you cause your body to emanate fire.<br \/>This fire extends 5 feet in all directions from your body, illuminating the area and doing 1d4+1 points of fire damage (Reflex save for half) to any creature it touches except you.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Plants in a 40-ft.-radius spread","duration":"1 minute\/level","saving_throw":"See text","spell_resistance":"No","description":"This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about creatures in the area, holding them fast.\nCreatures that stand still are entangled but experience no other effects and take no damage.\nA creature attempting an action (attack, cast a spell with a somatic component, move, or the like) takes thorn damage of 1d4 points +1 additional point per caster level and must make a successful Reflex save or be entangled (-2 penalty\non attack rolls, -4 penalty to effective Dexterity, and unable to move).\nAnyone trying to cast a spell within the area must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.\nAn entangled creature can try to break free and move at half normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20).\nA nonentangled creature can move through the area at half speed, taking damage as described above.\nEach round nonentangled creatures remain in the area, the plants attempt to entangle them.\nThe plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an opponent--one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more.\nThe DM may alter the effects of the spell somewhat, based on the nature of the available plants.","short_description":"This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and ent...","material_components":"0","name":"Briar Web","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Briar Web<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about creatures in the area, holding them fast.<br \/>Creatures that stand still are entangled but experience no other effects and take no damage.<br \/>A creature attempting an action (attack, cast a spell with a somatic component, move, or the like) takes thorn damage of 1d4 points +1 additional point per caster level and must make a successful Reflex save or be entangled (-2 penalty<br \/>on attack rolls, -4 penalty to effective Dexterity, and unable to move).<br \/>Anyone trying to cast a spell within the area must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.<br \/>An entangled creature can try to break free and move at half normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20).<br \/>A nonentangled creature can move through the area at half speed, taking damage as described above.<br \/>Each round nonentangled creatures remain in the area, the plants attempt to entangle them.<br \/>The plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an opponent&#8212;one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more.<br \/>The DM may alter the effects of the spell somewhat, based on the nature of the available plants.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You change your coloring to match your environment, gaining a +10 competence bonus on Hide checks.\nMaterial Component:Mud painted on your face.","short_description":"You change your coloring to match your environment, gaining a +10 competence bonus on Hide checks.","material_components":"0","name":"Camouflage","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Camouflage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>You change your coloring to match your environment, gaining a +10 competence bonus on Hide checks.<br \/>Material Component:Mud painted on your face.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched that is in contact with water","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject retains his or her form, but appears to be composed of water.\nWhile underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn't suffer subdual damage from water pressure or hypothermia for the duration of the spell.\nOutside (or even partially outside) of water, the subject gains none of these advantages except water breathing.\nHe or she may leave and reenter water without ending the spell.","short_description":"The subject retains his or her form, but appears to be composed of water.","material_components":"0","name":"Cloak of the Sea","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Cloak of the Sea<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject retains his or her form, but appears to be composed of water.<br \/>While underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn&#39;t suffer subdual damage from water pressure or hypothermia for the duration of the spell.<br \/>Outside (or even partially outside) of water, the subject gains none of these advantages except water breathing.<br \/>He or she may leave and reenter water without ending the spell.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Reflex negates (harmless)","spell_resistance":"Yes (harmless)","description":"You create gaseous pads of cloudstuff on the subjects' feet, allowing them to walk on the clouds.\nThese pads allow each subject to move straight up or down at a speed of up to 30 feet or laterally with a fly speed of 60 feet (perfect), as desired.\n(Lateral movement is possible only for a subject who is already at least 90 feet off the ground).\nTo touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature.\nYou may dismiss the spell, but only for all subjects at once--an act that can have significant consequences for subjects already in the air.","short_description":"You create gaseous pads of cloudstuff on the subjects' feet, allowing them to walk on the clouds.","material_components":"0","name":"Cloudwalkers","level":"Druid 7","full_text":"<div><p><h5>Cloudwalkers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You create gaseous pads of cloudstuff on the subjects&#39; feet, allowing them to walk on the clouds.<br \/>These pads allow each subject to move straight up or down at a speed of up to 30 feet or laterally with a fly speed of 60 feet (perfect), as desired.<br \/>(Lateral movement is possible only for a subject who is already at least 90 feet off the ground).<br \/>To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature.<br \/>You may dismiss the spell, but only for all subjects at once&#8212;an act that can have significant consequences for subjects already in the air.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"3 rounds","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"You turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin.\nThe spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).\nOnly one save is allowed against the spell; if successful, it halves the damage each round.\nFocus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.","short_description":"You turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin.","material_components":"0","name":"Creeping Cold","level":"Druid 2","full_text":"<div><p><h5>Creeping Cold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You turn the subject&#39;s sweat to ice, creating blisters as the ice forms on and inside the skin.<br \/>The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).<br \/>Only one save is allowed against the spell; if successful, it halves the damage each round.<br \/>Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Close (25 ft.+ 5 ft.\/2 levels)","target":"One normal plant or plant creature","effect":"","area":"","duration":"1 day","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"If the target fails its Reflex save, it takes 1 point of damage when the spell is cast and another every hour while it is in effect.\nHardness is ignored for damage from darkseed.\nIt would take weeks to kill a large tree with successive applications of this spell, but a small plant would die in a matter of hours.\nDarkseed does not affect plant creatures with Wisdom and Charisma scores.","short_description":"If the target fails its Reflex save, it takes 1 point of damage when the spell is cast and another ev...","material_components":"0","name":"Darkseed","level":"Druid 0","full_text":"<div><p><h5>Darkseed<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft.+ 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>If the target fails its Reflex save, it takes 1 point of damage when the spell is cast and another every hour while it is in effect.<br \/>Hardness is ignored for damage from darkseed.<br \/>It would take weeks to kill a large tree with successive applications of this spell, but a small plant would die in a matter of hours.<br \/>Darkseed does not affect plant creatures with Wisdom and Charisma scores.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"At least 10 minutes (see text)","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more trees","effect":"","area":"","duration":"1 day\/level or until discharged","saving_throw":"None","spell_resistance":"No","description":"By casting druid grove, you reshape a living tree so that it can contain a spell.\nThereafter, you can access this stored spell at any rime, as if the tree were a very large, immobile scroll.\nIn conjunction with druid grove, you can cast druid spells totaling no more than one-third of your caster level (rounded down, maximum 6th).\nInstead of taking effect, these companion spells are stored in trees within the area.\nEach tree can hold only one spell.\nDruid grove and the companion spells must all be cast during the same uninterrupted ritual.\nThe 10-minute casting time noted above is the minimum for the entire ritual, if any of the companion spells take longer than 10 minutes to cast, use the actual total casting time instead.\nBy touching the tree that contains a companion spell (a standard action), you can activate that spell instantaneously.\nYou must make any decisions about its effect (such as targeting and direction) upon touching the tree.\nYou may have only one druid grove in effect at a time.\nIf you cast a second druid grove before the first expires or is fully discharged, the first is dispelled.\nA tree affected by druid grove detects as magical, but the detection process does not harm the tree in any way.","short_description":"By casting druid grove, you reshape a living tree so that it can contain a spell.","material_components":"0","name":"Druid Grove","level":"Druid 5","full_text":"<div><p><h5>Druid Grove<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>At least 10 minutes (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting druid grove, you reshape a living tree so that it can contain a spell.<br \/>Thereafter, you can access this stored spell at any rime, as if the tree were a very large, immobile scroll.<br \/>In conjunction with druid grove, you can cast druid spells totaling no more than one-third of your caster level (rounded down, maximum 6th).<br \/>Instead of taking effect, these companion spells are stored in trees within the area.<br \/>Each tree can hold only one spell.<br \/>Druid grove and the companion spells must all be cast during the same uninterrupted ritual.<br \/>The 10-minute casting time noted above is the minimum for the entire ritual, if any of the companion spells take longer than 10 minutes to cast, use the actual total casting time instead.<br \/>By touching the tree that contains a companion spell (a standard action), you can activate that spell instantaneously.<br \/>You must make any decisions about its effect (such as targeting and direction) upon touching the tree.<br \/>You may have only one druid grove in effect at a time.<br \/>If you cast a second druid grove before the first expires or is fully discharged, the first is dispelled.<br \/>A tree affected by druid grove detects as magical, but the detection process does not harm the tree in any way.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, AF","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"This spell allows you to adopt the nature and some abilities of a wild animal.\nYou retain your own form, but you gain the natural and extraordinary senses of the creature you choose, as well as its skill ranks (though these do not stack with any ranks you already have in the same skills), for the duration of the spell.\nThus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills.\nEmbrace the wild does not grant you the animal's natural attacks, methods of locomotion, feats, or nonsensory extraordinary abilities, such as trample or improved grab.\nFocus:Hide, skin, or feathers of the selected animal, or an item or component of its lair.\nYou must have obtained the focus from the animal yourself.","short_description":"This spell allows you to adopt the nature and some abilities of a wild animal.","material_components":"0","name":"Embrace the Wild","level":"Druid 3 \/ Ranger 3","full_text":"<div><p><h5>Embrace the Wild<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to adopt the nature and some abilities of a wild animal.<br \/>You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, as well as its skill ranks (though these do not stack with any ranks you already have in the same skills), for the duration of the spell.<br \/>Thus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills.<br \/>Embrace the wild does not grant you the animal&#39;s natural attacks, methods of locomotion, feats, or nonsensory extraordinary abilities, such as trample or improved grab.<br \/>Focus:Hide, skin, or feathers of the selected animal, or an item or component of its lair.<br \/>You must have obtained the focus from the animal yourself.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing creatures\/level","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"This spell functions like polymorph other, except that you polymorph each subject into a feathered animal of Small size or smaller (your choice of species, but all subjects take the same form).\nAny subject may choose to resume his or her normal form (as a full-round action); doing so ends the spell for that individual alone.\nOtherwise, all subjects remain in the bird form until the spell expires or you dismiss it, restoring all affected creatures to normal form.","short_description":"This spell functions like polymorph other, except that you polymorph each subject into a feathered an...","material_components":"0","name":"Feathers","level":"Druid 4","full_text":"<div><p><h5>Feathers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like polymorph other, except that you polymorph each subject into a feathered animal of Small size or smaller (your choice of species, but all subjects take the same form).<br \/>Any subject may choose to resume his or her normal form (as a full-round action); doing so ends the spell for that individual alone.<br \/>Otherwise, all subjects remain in the bird form until the spell expires or you dismiss it, restoring all affected creatures to normal form.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Fire eyes grants the subject the ability to see through normal smoke, fire, and fog as if they weren't there.\nWhile the spell functions, other creatures do not gain concealment from these effects with respect to the subject.\nThis spell does not enable a subject to see through magical fog, such as obscuring mist and fog cloud.","short_description":"Fire eyes grants the subject the ability to see through normal smoke, fire, and fog as if they weren'...","material_components":"0","name":"Fire Eyes","level":"Druid 0","full_text":"<div><p><h5>Fire Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Fire eyes grants the subject the ability to see through normal smoke, fire, and fog as if they weren&#39;t there.<br \/>While the spell functions, other creatures do not gain concealment from these effects with respect to the subject.<br \/>This spell does not enable a subject to see through magical fog, such as obscuring mist and fog cloud.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell grants you a +20 competence bonus on Hide and Move Silently checks.\nIt is otherwise the same as camouflage.","short_description":"This spell grants you a +20 competence bonus on Hide and Move Silently checks.","material_components":"0","name":"Forestfold","level":"Druid 4 \/ Ranger 3","full_text":"<div><p><h5>Forestfold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you a +20 competence bonus on Hide and Move Silently checks.<br \/>It is otherwise the same as camouflage.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"See text","saving_throw":"","spell_resistance":"","description":"This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage, if the caster is at least 15th level, it adds a fifth round at 5d6 points of damage.\nIf the caster is at least 20th level, it adds a sixth round at 6d6 points of damage.","short_description":"This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it ...","material_components":"0","name":"Creeping Cold, Greater","level":"Druid 7","full_text":"<div><p><h5>Creeping Cold, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage, if the caster is at least 15th level, it adds a fifth round at 5d6 points of damage.<br \/>If the caster is at least 20th level, it adds a sixth round at 6d6 points of damage.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"This spell gives you the ability to see accurately at long distances.\nYour range increment for projectile weapons increases by 50%, and you gain a +5 competence bonus on all Spot checks.","short_description":"This spell gives you the ability to see accurately at long distances.","material_components":"0","name":"Hawkeye","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Hawkeye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell gives you the ability to see accurately at long distances.<br \/>Your range increment for projectile weapons increases by 50%, and you gain a +5 competence bonus on all Spot checks.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes creatures it hits to become weak and slow.\nA subject who fails a Will save is slowed as the spell and suffers a cumulative enhancement penalty to Strength equal to 1d6-1 per two caster levels (minimum additional penalty of 0, maximum of -10) each round.\nIf the subject's Strength drops below 1, it is helpless.\nThis spell does not counter haste nor it is countered by it, but a hasted creature can be brought to normal speed by languor, and a creature affected by languor can be brought to normal speed by haste.","short_description":"This spell causes creatures it hits to become weak and slow.","material_components":"0","name":"Languor","level":"Druid 4","full_text":"<div><p><h5>Languor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes creatures it hits to become weak and slow.<br \/>A subject who fails a Will save is slowed as the spell and suffers a cumulative enhancement penalty to Strength equal to 1d6-1 per two caster levels (minimum additional penalty of 0, maximum of -10) each round.<br \/>If the subject&#39;s Strength drops below 1, it is helpless.<br \/>This spell does not counter haste nor it is countered by it, but a hasted creature can be brought to normal speed by languor, and a creature affected by languor can be brought to normal speed by haste.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 hour","range":"Medium (100 ft. + 10 ft.\/level)","target":"A reflective surface at least as big as a Medium-size creature","effect":"","area":"","duration":"1 day\/level","saving_throw":"See text","spell_resistance":"Yes","description":"When you cast this spell, you create one end of a path between two natural mirrored surfaces, such as pools of water or clear lakes.\nIf you cast a second lookingglass spell on a similar surface before the duration of the first expires, you can look through it as if you were using clairvoyance.\nWithin 1 minute\/level of casting the second lookingglass,\nyou and up to one other creature\/level may step through as if affected by teleport without error.\nThis spell doesn't provide any ability to survive in the location of either lookingglass, so if you cast it the first spell on a lake, your allies had better be able to swim.\nIf the spell duration of the first lookingglass spell elapses before you can complete the path with a second casting, the first spell is useless.","short_description":"When you cast this spell, you create one end of a path between two natural mirrored surfaces, such as...","material_components":"0","name":"Lookingglass","level":"Druid 9","full_text":"<div><p><h5>Lookingglass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you create one end of a path between two natural mirrored surfaces, such as pools of water or clear lakes.<br \/>If you cast a second lookingglass spell on a similar surface before the duration of the first expires, you can look through it as if you were using clairvoyance.<br \/>Within 1 minute\/level of casting the second lookingglass,<br \/>you and up to one other creature\/level may step through as if affected by teleport without error.<br \/>This spell doesn&#39;t provide any ability to survive in the location of either lookingglass, so if you cast it the first spell on a lake, your allies had better be able to swim.<br \/>If the spell duration of the first lookingglass spell elapses before you can complete the path with a second casting, the first spell is useless.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF, XP","casting_time":"One day","range":"Medium (100 ft. + 10 ft.\/level)","target":"One animal or tree\/three levels, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"You awaken one or more trees or animals to humanlike sentience.\nAll awakened creatures must be of the same kind.\nTo succeed, you must make a successful Will save (DC 10 + the HD of the highest-HD target, or the HD the highest target tree has once awakened, whichever is greater).\nFailure indicates that the spell fails for all targets.\nThe awakened animal or tree is friendly toward you.\nYou have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it.\nAn awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that its Intelligence, Wisdom, and Charisma scores are all 3d6.\nAwakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human's.\nAn awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.\nAn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\nXP Cost: 250 XP per creature awakened.","short_description":"You awaken one or more trees or animals to humanlike sentience.","material_components":"0","name":"Awaken, Mass","level":"Druid 8","full_text":"<div><p><h5>Awaken, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>One day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You awaken one or more trees or animals to humanlike sentience.<br \/>All awakened creatures must be of the same kind.<br \/>To succeed, you must make a successful Will save (DC 10 + the HD of the highest-HD target, or the HD the highest target tree has once awakened, whichever is greater).<br \/>Failure indicates that the spell fails for all targets.<br \/>The awakened animal or tree is friendly toward you.<br \/>You have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it.<br \/>An awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that its Intelligence, Wisdom, and Charisma scores are all 3d6.<br \/>Awakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human&#39;s.<br \/>An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.<br \/>An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).<br \/>XP Cost: 250 XP per creature awakened.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell grants the quiet strength of a massive oak tree.\nThe subject gains a +4 enhancement bonus to Strength and suffers a -2 enhancement penalty to Dexterity.","short_description":"This spell grants the quiet strength of a massive oak tree.","material_components":"0","name":"Might of the Oak","level":"Druid 2","full_text":"<div><p><h5>Might of the Oak<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants the quiet strength of a massive oak tree.<br \/>The subject gains a +4 enhancement bonus to Strength and suffers a -2 enhancement penalty to Dexterity.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell bestows the smooth indomitability of waves crashing on a shore.\nThe subject gains a +4 enhancement bonus to Constitution and suffers a -2 enhancement penalty to Strength.","short_description":"This spell bestows the smooth indomitability of waves crashing on a shore.","material_components":"0","name":"Persistence of the Waves","level":"Druid 2","full_text":"<div><p><h5>Persistence of the Waves<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell bestows the smooth indomitability of waves crashing on a shore.<br \/>The subject gains a +4 enhancement bonus to Constitution and suffers a -2 enhancement penalty to Strength.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"With this spell, you can grant the ephemeral quickness of a sudden breeze.\nThe subject gains a +4 enhancement bonus to Dexterity and\na -2 enhancement penalty to Constitution.","short_description":"With this spell, you can grant the ephemeral quickness of a sudden breeze.","material_components":"0","name":"Speed of the Wind","level":"Druid 2","full_text":"<div><p><h5>Speed of the Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you can grant the ephemeral quickness of a sudden breeze.<br \/>The subject gains a +4 enhancement bonus to Dexterity and<br \/>a -2 enhancement penalty to Constitution.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Waves under a creature or object within range","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"You command the waters to lift a creature or object and propel it forward.\nAn object so lifted may contain creatures or other objects.\nWhat the wave can lift depends on your caster level.\nStanding wave moves the lifted creature or object in a straight line at a speed of 60 feet over water.\nThe spell dissipates when the wave contacts land, lowering its burden harmlessly to shore.","short_description":"You command the waters to lift a creature or object and propel it forward.","material_components":"0","name":"Standing Wave","level":"Druid 3","full_text":"<div><p><h5>Standing Wave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You command the waters to lift a creature or object and propel it forward.<br \/>An object so lifted may contain creatures or other objects.<br \/>What the wave can lift depends on your caster level.<br \/>Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water.<br \/>The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, XP","casting_time":"10 minutes","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"This spell is the same as reincarnate, except that the druid can reincarnate a creature that has been dead up to 10 years per caster level.\nTrue reincarnate can even bring back a subject whose body has been wholly destroyed, provided that you unambiguously identify that creature in some fashion (reciting the deceased's time and place of birth or death is the most common method).\nUpon completion of this spell, the subject has a new body, and all physical ills and afflictions are repaired.\nRefer to the description and the table for the reincarnate spell (in the Player's Handbook) to determine the subject's new incarnation.\nWhen rolling to determine the new form, roll twice; the returning creature can select from either of the two forms indicated.\nThe subject suffers neither loss of level (or Constitution point) nor loss of any prepared spells or spell slots.\nYou can reincarnate someone killed by a death effect or someone who has been turned into an undead creature and then destroyed, as well as someone killed by hit point loss.\nXP Cost: 1,000 XP.","short_description":"This spell is the same as reincarnate, except that the druid can reincarnate a creature that has been...","material_components":"0","name":"True Reincarnate","level":"Druid 9","full_text":"<div><p><h5>True Reincarnate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell is the same as reincarnate, except that the druid can reincarnate a creature that has been dead up to 10 years per caster level.<br \/>True reincarnate can even bring back a subject whose body has been wholly destroyed, provided that you unambiguously identify that creature in some fashion (reciting the deceased&#39;s time and place of birth or death is the most common method).<br \/>Upon completion of this spell, the subject has a new body, and all physical ills and afflictions are repaired.<br \/>Refer to the description and the table for the reincarnate spell (in the Player&#39;s Handbook) to determine the subject&#39;s new incarnation.<br \/>When rolling to determine the new form, roll twice; the returning creature can select from either of the two forms indicated.<br \/>The subject suffers neither loss of level (or Constitution point) nor loss of any prepared spells or spell slots.<br \/>You can reincarnate someone killed by a death effect or someone who has been turned into an undead creature and then destroyed, as well as someone killed by hit point loss.<br \/>XP Cost: 1,000 XP.<\/p><\/p>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Lawful good creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains damage reduction 10\/evil and silver.","short_description":"The subject gains damage reduction 10\/evil and silver.","material_components":"0","name":"Angelskin","level":"Paladin 3","full_text":"<div><p><h5>Angelskin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains damage reduction 10\/evil and silver.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell bolsters the mental, physical, and spiritual strength of the creature touched.\nThe spell grants the subject a +2 morale bonus on all saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).\nMaterial Component: A small parchment with a bit of holy text written upon it.","short_description":"This spell bolsters the mental, physical, and spiritual strength of the creature touched.","material_components":"0","name":"Conviction","level":"Cleric 1","full_text":"<div><p><h5>Conviction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell bolsters the mental, physical, and spiritual strength of the creature touched.<br \/>The spell grants the subject a +2 morale bonus on all saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).<br \/>Material Component: A small parchment with a bit of holy text written upon it.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like conviction, except that it affects multiple allies at a distance.","short_description":"This spell functions like conviction, except that it affects multiple allies at a distance.","material_components":"0","name":"Conviction, Legion's","level":"Cleric 3","full_text":"<div><p><h5>Conviction, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like conviction, except that it affects multiple allies at a distance.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Evil creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains damage reduction 10\/cold iron and good.","short_description":"The subject gains damage reduction 10\/cold iron and good.","material_components":"0","name":"Demonhide","level":"Blackguard 3","full_text":"<div><p><h5>Demonhide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains damage reduction 10\/cold iron and good.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits described below applies per casting of this spell; they do not stack.\n\nBy expending 250 gp, you grant the subject damage reduction 5\/magic; resistance to acid, cold, electricity, fire, and sonic 10; and spell resistance equal to your caster level.\nBy expending 1,000 gp, you grant the subject damage reduction 10\/magic; resistance to acid, cold, electricity, fire, and sonic 15; and spell resistance equal to your caster level +5.\nBy expending 10,000 gp, you grant the subject damage reduction 20\/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10.\n\nMaterial Component: Gems worth a total of 1,000 gp, 5,000 gp, or 25,000 gp.","short_description":"The subject receives the protection of a divine power commensurate with the value of the expended mat...","material_components":"0","name":"Favorable Sacrifice","level":"Cleric 1","full_text":"<div><p><h5>Favorable Sacrifice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits described below applies per casting of this spell; they do not stack.<\/p>\n\n\t<p>By expending 250 gp, you grant the subject damage reduction 5\/magic; resistance to acid, cold, electricity, fire, and sonic 10; and spell resistance equal to your caster level.<br \/>By expending 1,000 gp, you grant the subject damage reduction 10\/magic; resistance to acid, cold, electricity, fire, and sonic 15; and spell resistance equal to your caster level +5.<br \/>By expending 10,000 gp, you grant the subject damage reduction 20\/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10.<\/p>\n\n\t<p>Material Component: Gems worth a total of 1,000 gp, 5,000 gp, or 25,000 gp.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains immunity to fear effects.","short_description":"The subject gains immunity to fear effects.","material_components":"0","name":"Lionheart","level":"Paladin 1","full_text":"<div><p><h5>Lionheart<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains immunity to fear effects.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"You are bathed in an unearthly glow for the duration of the spell (as if a daylight spell had been cast on you).\nYou get a +4 sacred bonus to your Charisma score.\nIf you die, your body is converted into an explosive blast of energy in a 20-footradius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all nongood creatures in the burst's area.\nGood creatures in the area are healed by the same amount, and undead take double this damage.\nSpell resistance cannot prevent this damage, but a successful Reflex save reduces it to half.\nYour body is disintegrated, so you cannot be raised with a raise dead spell.\nSpells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.","short_description":"You are bathed in an unearthly glow for the duration of the spell (as if a daylight spell had been ca...","material_components":"0","name":"Righteous Aura","level":"Paladin 4","full_text":"<div><p><h5>Righteous Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>You are bathed in an unearthly glow for the duration of the spell (as if a daylight spell had been cast on you).<br \/>You get a +4 sacred bonus to your Charisma score.<br \/>If you die, your body is converted into an explosive blast of energy in a 20-footradius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all nongood creatures in the burst&#39;s area.<br \/>Good creatures in the area are healed by the same amount, and undead take double this damage.<br \/>Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half.<br \/>Your body is disintegrated, so you cannot be raised with a raise dead spell.<br \/>Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allied creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like shield of faith (see page 278 of the Player's Handbook), except that it affects multiple allies at a distance.","short_description":"This spell functions like shield of faith (see page 278 of the Player's Handbook), except that it aff...","material_components":"0","name":"Shield of Faith, Legion's","level":"Cleric 4","full_text":"<div><p><h5>Shield of Faith, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like shield of faith (see page 278 of the Player&#39;s Handbook), except that it affects multiple allies at a distance.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of acid","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.\n\nYou must succeed on a ranged touch attack to hit your target.\n\nFor every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.","short_description":"An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid ...","material_components":"0","name":"Acid Orb, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Acid Orb, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of acid<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.<\/p>\n\n\t<p>You must succeed on a ranged touch attack to hit your target.<\/p>\n\n\t<p>For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"A line between two creatures","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"You create natural conductivity between two creatures, and a bolt of electricity arcs between them.\nThis bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.\nBoth creatures must be in range, and you must be able to target them (as if this spell had them as its targets).\nDraw the line from any corner in one creature's space to any corner in the other's space.\nArcane Material Component: Two small iron rods.","short_description":"You create natural conductivity between two creatures, and a bolt of electricity arcs between them.","material_components":"0","name":"Arc of Lightning","level":"Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Warmage 5","full_text":"<div><p><h5>Arc of Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Warmage 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create natural conductivity between two creatures, and a bolt of electricity arcs between them.<br \/>This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.<br \/>Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets).<br \/>Draw the line from any corner in one creature&#39;s space to any corner in the other&#39;s space.<br \/>Arcane Material Component: Two small iron rods.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Two creatures of up to Large size","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Two target creatures, of which you may be one, instantly swap positions.\nThe creatures must be connected by a solid object, such as the ground, a bridge, or a rope.\nBoth targets must be within range.\nObjects carried by the subject creatures (up to the creatures'\nmaximum loads) go with them, but other creatures do not, even if they are carried.\nThe movement is instantaneous and does not provoke attacks of opportunity.\nIf either creature succeeds on its Will save, the spell is negated.","short_description":"Two target creatures, of which you may be one, instantly swap positions.","material_components":"0","name":"Baleful Transposition","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Baleful Transposition<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Two target creatures, of which you may be one, instantly swap positions.<br \/>The creatures must be connected by a solid object, such as the ground, a bridge, or a rope.<br \/>Both targets must be within range.<br \/>Objects carried by the subject creatures (up to the creatures&#39;<br \/>maximum loads) go with them, but other creatures do not, even if they are carried.<br \/>The movement is instantaneous and does not provoke attacks of opportunity.<br \/>If either creature succeeds on its Will save, the spell is negated.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Two willing creatures of up to Large size","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Two target creatures, of which you may be one, instantly swap positions.\nBoth targets must be within range.\nObjects carried by the target creatures (up to the creatures'\nmaximum loads) go with them, but other creatures do not, even if they are carried.\nThe movement is instantaneous and does not provoke attacks of opportunity.","short_description":"Two target creatures, of which you may be one, instantly swap positions.","material_components":"0","name":"Benign Transposition","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Benign Transposition<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Two target creatures, of which you may be one, instantly swap positions.<br \/>Both targets must be within range.<br \/>Objects carried by the target creatures (up to the creatures&#39;<br \/>maximum loads) go with them, but other creatures do not, even if they are carried.<br \/>The movement is instantaneous and does not provoke attacks of opportunity.<\/p><\/p>Reference: Miniatures Handbook 34<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V","casting_time":"1 swift action","range":"Touch","target":"Up to two melee weapons you are wielding","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents.\nYour melee weapons each deal 1d6 points of extra fire damage.\nThis damage stacks with any energy damage your weapon already deals.","short_description":"Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your oppo...","material_components":"0","name":"Blades of Fire","level":"Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2","full_text":"<div><p><h5>Blades of Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents.<br \/>Your melee weapons each deal 1d6 points of extra fire damage.<br \/>This damage stacks with any energy damage your weapon already deals.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.\nMaterial Component: A bit of wick soaked in oil.","short_description":"Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creatu...","material_components":"0","name":"Blast of Flame","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Blast of Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.<br \/>Material Component: A bit of wick soaked in oil.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half (harmless); see text","spell_resistance":"Yes (harmless)","description":"This spell cures 2d4 points of damage.\nYou can cast this spell with an instant utterance.\nYou may even cast this spell when it isn't your turn.\nIf you cast this spell immediately after the subject takes damage, it effectively prevents the damage.\nIt would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable.\nUsed against an undead creature, close wounds deals damage\ninstead of curing the creature (which takes half damage if it makes a Will saving throw).","short_description":"This spell cures 2d4 points of damage.","material_components":"0","name":"Close Wounds","level":"Cleric 3 \/ Healer 3","full_text":"<div><p><h5>Close Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Healer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell cures 2d4 points of damage.<br \/>You can cast this spell with an instant utterance.<br \/>You may even cast this spell when it isn&#39;t your turn.<br \/>If you cast this spell immediately after the subject takes damage, it effectively prevents the damage.<br \/>It would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable.<br \/>Used against an undead creature, close wounds deals damage<br \/>instead of curing the creature (which takes half damage if it makes a Will saving throw).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of cold","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _lesser acid orb_:\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/, except that it deals cold damage.","short_description":"This spell functions like _lesser acid orb_:\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/, e...","material_components":"0","name":"Cold Orb, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Cold Orb, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of cold<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/><em>lesser acid orb<\/em><\/a>, except that it deals cold damage.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of electricity","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _lesser acid orb_:\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/, except that it deals electricity damage.","short_description":"This spell functions like _lesser acid orb_:\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/, e...","material_components":"0","name":"Electric Orb, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Electric Orb, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of electricity<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/><em>lesser acid orb<\/em><\/a>, except that it deals electricity damage.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of fire","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _lesser acid orb_:\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/, except that it deals fire damage.","short_description":"This spell functions like _lesser acid orb_:\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/, e...","material_components":"0","name":"Fire Orb, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Fire Orb, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of fire<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/miniatures-handbook--75\/acid-orb-lesser--1946\/><em>lesser acid orb<\/em><\/a>, except that it deals fire damage.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A phantom bee","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell causes a small but extremely loud bee to appear.\nIt buzzes around the head of a creature you designate.\n(The creature must be within range, and you must be touching or be able to see the creature.\nOnce you designate a creature, the bee stays with it; you cannot designate another creature).\nThe bee creates an unnerving noise that disrupts the subject's concentration.\nThe subject takes a -10 penalty on all Move Silently and Concentration checks.\n(Creatures that can't hear don't take the penalty on Concentration checks).\nIf the subject attempts to cast or maintain a spell, it must make a DC 10 Concentration check even if there are no other distractions.\nThe bee has a fly speed of 180 feet (perfect).\nIt remains near the subject in spite of darkness, invisibility, polymorphing, cover, concealment, or any other attempt at disguising or hiding.\nThe bee remains until the spell's duration expires or the subject moves out of range.\nThe bee can't be attacked, but it can be dispelled.\nMaterial Component: A dab of honey.","short_description":"This spell causes a small but extremely loud bee to appear.","material_components":"0","name":"Mordenkainen's Buzzing Bee","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Mordenkainen's Buzzing Bee<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A phantom bee<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a small but extremely loud bee to appear.<br \/>It buzzes around the head of a creature you designate.<br \/>(The creature must be within range, and you must be touching or be able to see the creature.<br \/>Once you designate a creature, the bee stays with it; you cannot designate another creature).<br \/>The bee creates an unnerving noise that disrupts the subject&#39;s concentration.<br \/>The subject takes a -10 penalty on all Move Silently and Concentration checks.<br \/>(Creatures that can&#39;t hear don&#39;t take the penalty on Concentration checks).<br \/>If the subject attempts to cast or maintain a spell, it must make a DC 10 Concentration check even if there are no other distractions.<br \/>The bee has a fly speed of 180 feet (perfect).<br \/>It remains near the subject in spite of darkness, invisibility, polymorphing, cover, concealment, or any other attempt at disguising or hiding.<br \/>The bee remains until the spell&#39;s duration expires or the subject moves out of range.<br \/>The bee can&#39;t be attacked, but it can be dispelled.<br \/>Material Component: A dab of honey.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half (harmless); see text","spell_resistance":"Yes (harmless)","description":"This spell channels positive energy into a creature to wipe away afflictions.\nIt immediately ends any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned.\nIt negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell.\nIt also cures 1d8 points of damage + 1 point per caster level (up to +20).\nPanacea does not remove ability damage, negative levels, or permanently drained levels.\nIt does not remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled.\nUsed against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.","short_description":"This spell channels positive energy into a creature to wipe away afflictions.","material_components":"0","name":"Panacea","level":"Cleric 4 \/ Druid 5 \/ Healer 4","full_text":"<div><p><h5>Panacea<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 5 \/ Healer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell channels positive energy into a creature to wipe away afflictions.<br \/>It immediately ends any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned.<br \/>It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell.<br \/>It also cures 1d8 points of damage + 1 point per caster level (up to +20).<br \/>Panacea does not remove ability damage, negative levels, or permanently drained levels.<br \/>It does not remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled.<br \/>Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"Revivify miraculously restores life to a recently deceased creature.\nHowever, the spell must be cast within 1 round of the victim's death.\nBefore the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body.\nThis spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells.\nThe creature is only restored to -1 hit points (but is stable).\nMaterial Component: Diamonds worth at least 1,000 gp.","short_description":"Revivify miraculously restores life to a recently deceased creature.","material_components":"0","name":"Revivify","level":"Cleric 5 \/ Healer 5","full_text":"<div><p><h5>Revivify<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Healer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Revivify miraculously restores life to a recently deceased creature.<br \/>However, the spell must be cast within 1 round of the victim&#39;s death.<br \/>Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body.<br \/>This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells.<br \/>The creature is only restored to -1 hit points (but is stable).<br \/>Material Component: Diamonds worth at least 1,000 gp.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell conjures a ring of swirling metal blades around you.\nThe ring extends 5 feet from you, into all squares adjacent to your space.\nEach round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage + 1 point per caster level (up to a maximum of +10) to all creatures in the affected area.\nThe blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by cleric who is neither lawful nor chaotic are steel.\nMaterial Component: A small dagger.","short_description":"This spell conjures a ring of swirling metal blades around you.","material_components":"0","name":"Ring of Blades","level":"Cleric 3 \/ Warmage 3","full_text":"<div><p><h5>Ring of Blades<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Warmage 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures a ring of swirling metal blades around you.<br \/>The ring extends 5 feet from you, into all squares adjacent to your space.<br \/>Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage + 1 point per caster level (up to a maximum of +10) to all creatures in the affected area.<br \/>The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by cleric who is neither lawful nor chaotic are steel.<br \/>Material Component: A small dagger.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of sonic energy","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell functions like lesser acid orb, except that it deals from 1d6 to 5d6 points of sonic damage instead of 1d8 to 5d8 points of acid damage.","short_description":"This spell functions like lesser acid orb, except that it deals from 1d6 to 5d6 points of sonic damag...","material_components":"0","name":"Sonic Orb, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Sonic Orb, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of sonic energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser acid orb, except that it deals from 1d6 to 5d6 points of sonic damage instead of 1d8 to 5d8 points of acid damage.<\/p><\/p>Reference: Miniatures Handbook 39<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"Targets of your ranged attacks do not get bonuses to Armor Class because of cover.\nYou still can't hit creatures with total cover.","short_description":"Targets of your ranged attacks do not get bonuses to Armor Class because of cover.","material_components":"0","name":"Guided Arrow","level":"Ranger 1","full_text":"<div><p><h5>Guided Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>Targets of your ranged attacks do not get bonuses to Armor Class because of cover.<br \/>You still can&#39;t hit creatures with total cover.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like aid (see page 196 of the Player's Handbook), except that it affects multiple allies at a distance and each ally gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).","short_description":"This spell functions like aid (see page 196 of the Player's Handbook), except that it affects multipl...","material_components":"0","name":"Aid, Legion's","level":"Cleric 4","full_text":"<div><p><h5>Aid, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like aid (see page 196 of the Player&#39;s Handbook), except that it affects multiple allies at a distance and each ally gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies in a 20-ft.-radius burst","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Allies gain a +1 morale bonus to their Armor Class and on saving throws.","short_description":"Allies gain a +1 morale bonus to their Armor Class and on saving throws.","material_components":"0","name":"Divine Protection","level":"Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Divine Protection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Allies gain a +1 morale bonus to their Armor Class and on saving throws.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell incites the subject into acting.\nThe subject is not allowed to delay or to ready an action.\nIf the subject is currently delaying, it acts as soon as the spell is cast.\nIf the subject currently has an action readied, it may act as normal but can't later ready another action while the spell remains in effect.","short_description":"This spell incites the subject into acting.","material_components":"0","name":"Incite","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Incite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell incites the subject into acting.<br \/>The subject is not allowed to delay or to ready an action.<br \/>If the subject is currently delaying, it acts as soon as the spell is cast.<br \/>If the subject currently has an action readied, it may act as normal but can&#39;t later ready another action while the spell remains in effect.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster inhibits his foe from acting.\nThe subject is forced to delay until the following round, acting immediately before the caster on the caster's initiative count.","short_description":"The caster inhibits his foe from acting.","material_components":"0","name":"Inhibit","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Inhibit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster inhibits his foe from acting.<br \/>The subject is forced to delay until the following round, acting immediately before the caster on the caster&#39;s initiative count.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"You are granted a vision that shows you how your foes will act each round and allows you to respond quickly to them.\nWhen you cast this spell, you may set your initiative check result at 20 + your initiative modifier (but only if doing so increases the result).\nYou know the initiative check results of all your foes while the spell is in effect, and you know which opponent will act first in case of ties.\nThis spell applies to all foes in your line of sight.\nMaterial Component: A small piece of dried goat intestine or some tea leaves.","short_description":"You are granted a vision that shows you how your foes will act each round and allows you to respond q...","material_components":"0","name":"Sign","level":"Cleric 1","full_text":"<div><p><h5>Sign<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You are granted a vision that shows you how your foes will act each round and allows you to respond quickly to them.<br \/>When you cast this spell, you may set your initiative check result at 20 + your initiative modifier (but only if doing so increases the result).<br \/>You know the initiative check results of all your foes while the spell is in effect, and you know which opponent will act first in case of ties.<br \/>This spell applies to all foes in your line of sight.<br \/>Material Component: A small piece of dried goat intestine or some tea leaves.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One Tiny hand","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"Yes","description":"Bigby's slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear.\nThe slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its square.\nThe spell allows no saving throw, but the slapped creature can negate the effect with a successful DC 20 Concentration check.\nFocus: A leather glove.","short_description":"Bigby's slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear...","material_components":"0","name":"Bigby's Slapping Hand","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Bigby's Slapping Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One Tiny hand<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Bigby&#39;s slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear.<br \/>The slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its square.<br \/>The spell allows no saving throw, but the slapped creature can negate the effect with a successful DC 20 Concentration check.<br \/>Focus: A leather glove.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allied creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like fire shield (see page 230 of the Player's Handbook), except as noted above.","short_description":"This spell functions like fire shield (see page 230 of the Player's Handbook), except as noted above....","material_components":"0","name":"Fire Shield, Legion's","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5","full_text":"<div><p><h5>Fire Shield, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fire shield (see page 230 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"5 ft.","target":"","effect":"Burst of fire extending 5 ft. from you","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you.\nAll creatures within that area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8).\nThe burst does not affect you or any creatures or objects in your space.\nMaterial Component: A bit of sulfur.","short_description":"Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of yo...","material_components":"0","name":"Fireburst","level":"Sorcerer 2 \/ Wizard 2 \/ Warmage 2","full_text":"<div><p><h5>Fireburst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Warmage 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Burst of fire extending 5 ft. from you<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you.<br \/>All creatures within that area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8).<br \/>The burst does not affect you or any creatures or objects in your space.<br \/>Material Component: A bit of sulfur.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"Burst of fire extending 10 ft. from you","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.","short_description":"This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals...","material_components":"0","name":"Fireburst, Greater","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5","full_text":"<div><p><h5>Fireburst, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Burst of fire extending 10 ft. from you<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"Creatures in a 5-ft.-radius burst","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Light shines over the affected area, illuminating all targets within it.\nThe light grants a +1 circumstance bonus on ranged attack rolls against any target in the area.\nSpellcasters in battle sometimes use this spell to designate targets for archers.","short_description":"Light shines over the affected area, illuminating all targets within it.","material_components":"0","name":"Guiding Light","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Guiding Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Light shines over the affected area, illuminating all targets within it.<br \/>The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area.<br \/>Spellcasters in battle sometimes use this spell to designate targets for archers.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's charge attacks deal double damage.\n(The subject does not have to be mounted or wielding a lance).\nIf the subject makes more than one attack on a charge, the double damage applies only to the first attack.","short_description":"The subject's charge attacks deal double damage.","material_components":"0","name":"Righteous Fury","level":"Paladin 2","full_text":"<div><p><h5>Righteous Fury<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s charge attacks deal double damage.<br \/>(The subject does not have to be mounted or wielding a lance).<br \/>If the subject makes more than one attack on a charge, the double damage applies only to the first attack.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A hissing, hurtling ribbon of pure darkness flies from your hand.\nA creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8).\nAn undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).","short_description":"A hissing, hurtling ribbon of pure darkness flies from your hand.","material_components":"0","name":"Slashing Darkness","level":"Cleric 3","full_text":"<div><p><h5>Slashing Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A hissing, hurtling ribbon of pure darkness flies from your hand.<br \/>A creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8).<br \/>An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"Swirling wisps of darkness obscure your form, granting you concealment.\nThe 20% miss chance is active even if the attacker has darkvision.\nThis spell effect is suppressed in daylight or in the area of a light spell of 3rd level or higher.\nSee invisibility does not counter the veil of shadow's concealment effect, but a true seeing spell does.","short_description":"Swirling wisps of darkness obscure your form, granting you concealment.","material_components":"0","name":"Veil of Shadow","level":"Assassin 2 \/ Blackguard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Veil of Shadow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Blackguard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>Swirling wisps of darkness obscure your form, granting you concealment.<br \/>The 20% miss chance is active even if the attacker has darkvision.<br \/>This spell effect is suppressed in daylight or in the area of a light spell of 3rd level or higher.<br \/>See invisibility does not counter the veil of shadow&#39;s concealment effect, but a true seeing spell does.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like invisibility (see page 245 of the Player's Handbook), except as noted above.","short_description":"This spell functions like invisibility (see page 245 of the Player's Handbook), except as noted above...","material_components":"0","name":"Invisibility, Swift","level":"Assassin 2 \/ Bard 2","full_text":"<div><p><h5>Invisibility, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like invisibility (see page 245 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way.\nThe subject takes a -2 penalty to AC.\nThe curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.\nArcane Material Component: A nail through a piece of leather.","short_description":"The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into har...","material_components":"0","name":"Curse of Impending Blades","level":"Bard 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Curse of Impending Blades<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm&#39;s way.<br \/>The subject takes a -2 penalty to AC.<br \/>The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.<br \/>Arcane Material Component: A nail through a piece of leather.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Enemies in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like curse of impending blades, except that it affects multiple enemies.","short_description":"This spell functions like curse of impending blades, except that it affects multiple enemies.","material_components":"0","name":"Curse of Impending Blades, Legion's","level":"Bard 3 \/ Ranger 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Curse of Impending Blades, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Ranger 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like curse of impending blades, except that it affects multiple enemies.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"The subject takes a -2 penalty on attack rolls and saving throws.\nThe curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.","short_description":"The subject takes a -2 penalty on attack rolls and saving throws.","material_components":"0","name":"Curse of Petty Failing","level":"Cleric 3","full_text":"<div><p><h5>Curse of Petty Failing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject takes a -2 penalty on attack rolls and saving throws.<br \/>The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Enemy creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like curse of petty failing, except that it affects multiple enemies out to medium range.","short_description":"This spell functions like curse of petty failing, except that it affects multiple enemies out to medi...","material_components":"0","name":"Curse of Petty Failing, Legion's","level":"Cleric 5","full_text":"<div><p><h5>Curse of Petty Failing, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like curse of petty failing, except that it affects multiple enemies out to medium range.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject of this powerful spell is unable to die from hit point damage.\nWhile under the protection of this spell, the normal limit of -9 hit points before a character dies is extended without limit.\nA condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect.\nThe spell does not prevent the subject from entering the dying state by dropping to -1 hit points.\nIt merely prevents death as a result of hit point loss.\nIf the subject has fewer than -9 hit points when the spell's duration expires, he or she dies instantly.","short_description":"The subject of this powerful spell is unable to die from hit point damage.","material_components":"0","name":"Delay Death","level":"Cleric 3","full_text":"<div><p><h5>Delay Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject of this powerful spell is unable to die from hit point damage.<br \/>While under the protection of this spell, the normal limit of -9 hit points before a character dies is extended without limit.<br \/>A condition or spell that destroys enough of the subject&#39;s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect.<br \/>The spell does not prevent the subject from entering the dying state by dropping to -1 hit points.<br \/>It merely prevents death as a result of hit point loss.<br \/>If the subject has fewer than -9 hit points when the spell&#39;s duration expires, he or she dies instantly.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie.\nWhile the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect.\nThe subject becomes not subject to sneak attacks and critical hits, just as undead are.\nWhile the spell is in effect, the subject takes a -4 penalty to its Charisma score (to a minimum of 1).","short_description":"This spell imparts a physical transformation upon the subject, not unlike the process that produces a...","material_components":"0","name":"Living Undeath","level":"Cleric 2","full_text":"<div><p><h5>Living Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie.<br \/>While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect.<br \/>The subject becomes not subject to sneak attacks and critical hits, just as undead are.<br \/>While the spell is in effect, the subject takes a -4 penalty to its Charisma score (to a minimum of 1).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Align fang makes a creature's natural weapons good-, evil-, lawful-, or chaotic-aligned, as you choose.\nA natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment.\nThis spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons.\nYou can't cast this spell on a manufactured weapon, such as a sword.\nWhen you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align weapon is a good, evil, lawful, or chaotic spell, respectively.","short_description":"Align fang makes a creature's natural weapons good-, evil-, lawful-, or chaotic-aligned, as you choos...","material_components":"0","name":"Align Fang","level":"Druid 3","full_text":"<div><p><h5>Align Fang<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Align fang makes a creature&#39;s natural weapons good-, evil-, lawful-, or chaotic-aligned, as you choose.<br \/>A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment.<br \/>This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons.<br \/>You can&#39;t cast this spell on a manufactured weapon, such as a sword.<br \/>When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align weapon is a good, evil, lawful, or chaotic spell, respectively.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like align fang, except that it affects multiple allies at a distance.","short_description":"This spell functions like align fang, except that it affects multiple allies at a distance.","material_components":"0","name":"Align Fang, Legion's","level":"Druid 5","full_text":"<div><p><h5>Align Fang, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like align fang, except that it affects multiple allies at a distance.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies' weapons in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like align weapon (see page 197 of the Player's Handbook), except that it affects multiple weapons or projectiles at a distance.","short_description":"This spell functions like align weapon (see page 197 of the Player's Handbook), except that it affect...","material_components":"0","name":"Align Weapon, Legion's","level":"Cleric 4","full_text":"<div><p><h5>Align Weapon, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like align weapon (see page 197 of the Player&#39;s Handbook), except that it affects multiple weapons or projectiles at a distance.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"","target":"","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like bless weapon (see page 205 of the Player's Handbook) except as noted above.","short_description":"This spell functions like bless weapon (see page 205 of the Player's Handbook) except as noted above....","material_components":"0","name":"Bless Weapon, Swift","level":"Paladin 1","full_text":"<div><p><h5>Bless Weapon, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like bless weapon (see page 205 of the Player&#39;s Handbook) except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"","target":"","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like expeditious retreat (see page 228 of the Player's Handbook), except as noted above.","short_description":"This spell functions like expeditious retreat (see page 228 of the Player's Handbook), except as note...","material_components":"0","name":"Expeditious Retreat, Swift","level":"Bard 1","full_text":"<div><p><h5>Expeditious Retreat, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like expeditious retreat (see page 228 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like fly (see page 232 of the Player's Handbook), except as noted above.","short_description":"This spell functions like fly (see page 232 of the Player's Handbook), except as noted above.","material_components":"0","name":"Fly, Swift","level":"Bard 2 \/ Druid 3","full_text":"<div><p><h5>Fly, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fly (see page 232 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions as haste (see page 239 of the Player's Handbook), except as noted above.","short_description":"This spell functions as haste (see page 239 of the Player's Handbook), except as noted above.","material_components":"0","name":"Haste, Swift","level":"Ranger 2","full_text":"<div><p><h5>Haste, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions as haste (see page 239 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Your special mount","effect":"","area":"","duration":"1 round","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell increases your special mount's base land speed by 40 feet.\nThis adjustment is treated as an enhancement bonus.","short_description":"This spell increases your special mount's base land speed by 40 feet.","material_components":"0","name":"Holy Spurs","level":"Paladin 2","full_text":"<div><p><h5>Holy Spurs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell increases your special mount&#39;s base land speed by 40 feet.<br \/>This adjustment is treated as an enhancement bonus.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"You move with unearthly agility.\nYou provoke no attacks of opportunity when moving.","short_description":"You move with unearthly agility.","material_components":"0","name":"Lightfoot","level":"Assassin 1 \/ Ranger 1","full_text":"<div><p><h5>Lightfoot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You move with unearthly agility.<br \/>You provoke no attacks of opportunity when moving.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell grants you the pounce special ability (see page 313 of the Monster Manual).","short_description":"This spell grants you the pounce special ability (see page 313 of the Monster Manual).","material_components":"0","name":"Lion's Charge","level":"Druid 3 \/ Ranger 4","full_text":"<div><p><h5>Lion's Charge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you the pounce special ability (see page 313 of the Monster Manual).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies in a 20-ft.-radius burst","effect":"","area":"","duration":"1 round","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Quick march increases your allies' base land speed by 30 feet.\n(This adjustment is considered an enhancement bonus).\nThere is no effect on other modes of movement, such as burrow, climb, fly, or swim.\nAs with any effect that increases a creature's speed, this spell affects maximum jumping distance.","short_description":"Quick march increases your allies' base land speed by 30 feet.","material_components":"0","name":"Quick March","level":"Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Quick March<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Quick march increases your allies&#39; base land speed by 30 feet.<br \/>(This adjustment is considered an enhancement bonus).<br \/>There is no effect on other modes of movement, such as burrow, climb, fly, or swim.<br \/>As with any effect that increases a creature&#39;s speed, this spell affects maximum jumping distance.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except repair critical damage repairs 4d8 points of damage +1 point per caster level (up to +20).","short_description":"As repair light damage, except repair critical damage repairs 4d8 points of damage +1 point per caste...","material_components":"0","name":"Repair Critical Damage","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Repair Critical Damage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except repair critical damage repairs 4d8 points of damage +1 point per caster level (up to +20).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Construct touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"When laying your hands upon a construct that has at least 1 hit point remaining, you transmute its structure to repair damage it has taken.\nThe spell repairs 1d8 points of damage + 1 point per caster level (up to +5).","short_description":"When laying your hands upon a construct that has at least 1 hit point remaining, you transmute its st...","material_components":"0","name":"Repair Light Damage","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Repair Light Damage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When laying your hands upon a construct that has at least 1 hit point remaining, you transmute its structure to repair damage it has taken.<br \/>The spell repairs 1d8 points of damage + 1 point per caster level (up to +5).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except repair minor damage repairs only 1 point of damage.","short_description":"As repair light damage, except repair minor damage repairs only 1 point of damage.","material_components":"0","name":"Repair Minor Damage","level":"Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Repair Minor Damage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except repair minor damage repairs only 1 point of damage.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per caster level (up to +10).","short_description":"As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per cast...","material_components":"0","name":"Repair Moderate Damage","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Repair Moderate Damage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per caster level (up to +10).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caster level (up to +15).","short_description":"As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caste...","material_components":"0","name":"Repair Serious Damage","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Repair Serious Damage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caster level (up to +15).<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You slide the subject creature along the ground a distance of 5 feet in any direction.\n(If the creature is flying or otherwise not on the ground, it moves parallel to the ground).\nYou can't slide the subject into a space that is occupied by an ally, an enemy, or a solid object.\n(If you attempt to slide the subject into such a space, the spell automatically ends).\nYou can slide the subject fast enough to clear small gaps in the ground, such as narrow pits.\nYou cannot slide the subject up or down, but you can slide it over the edge of a cliff or the like.\nThis movement does not provoke attacks of opportunity.","short_description":"You slide the subject creature along the ground a distance of 5 feet in any direction.","material_components":"0","name":"Slide","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Slide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You slide the subject creature along the ground a distance of 5 feet in any direction.<br \/>(If the creature is flying or otherwise not on the ground, it moves parallel to the ground).<br \/>You can&#39;t slide the subject into a space that is occupied by an ally, an enemy, or a solid object.<br \/>(If you attempt to slide the subject into such a space, the spell automatically ends).<br \/>You can slide the subject fast enough to clear small gaps in the ground, such as narrow pits.<br \/>You cannot slide the subject up or down, but you can slide it over the edge of a cliff or the like.<br \/>This movement does not provoke attacks of opportunity.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like slide, except that you can slide the subject creature 20 feet in a straight line.","short_description":"This spell functions like slide, except that you can slide the subject creature 20 feet in a straight...","material_components":"0","name":"Slide, Greater","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Slide, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like slide, except that you can slide the subject creature 20 feet in a straight line.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject may immediately make one melee or ranged attack, even if it has already taken its action for the round.\nTaking this action doesn't affect the subject's normal place in the initiative order.\nThis is a single attack and follows the standard rules for attacking.\nThis spell does not allow the subject to make more than one additional attack in a round.\nIf the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.\nArcane Material Component: A few scales from a snake.","short_description":"The subject may immediately make one melee or ranged attack, even if it has already taken its action ...","material_components":"0","name":"Snake's Swiftness","level":"Druid 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Snake's Swiftness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject may immediately make one melee or ranged attack, even if it has already taken its action for the round.<br \/>Taking this action doesn&#39;t affect the subject&#39;s normal place in the initiative order.<br \/>This is a single attack and follows the standard rules for attacking.<br \/>This spell does not allow the subject to make more than one additional attack in a round.<br \/>If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.<br \/>Arcane Material Component: A few scales from a snake.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"}],[],[],[],[],[],[],[],[]]