[[],[{"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":"

Veil of Undeath<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr><\/table>

\t

You gain many of the traits common to undead creatures.
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.
You need not breathe, eat, or sleep.
For the duration of the spell, your Con becomes —.
You lose any bonus hit points gained from having a Con bonus (this can't reduce hit points to fewer than 1 per HD).
If your Con modifier is normally a penalty, you don't gain any hit points by casting this spell.
Like an undead creature, you are damaged by cure spells and healed by inflict spells.
You don't actually gain the undead type by casting this spell.
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":"

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

\t

The caster chooses to wither either the arms or the legs of a humanoid.
Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet.
Withered arms make it impossible for the subject to use objects or cast spells with somatic components.
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":"

Fangs of the Vampire King<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Assassin 3 \/ Blackguard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr><\/table>

\t

You grow vampirelike fangs that allow you to make bite attacks with an attack bonus of +10 plus your Strength modifier.
Your bite attack deals 1d6 points of damage and 1 point of Constitution damage.
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":"

Ghost Touch Armor<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

The subject's armor gains the ghost touch property.
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":"

Ghost Touch Weapon<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless, object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless, object)<\/td><\/tr><\/table>

\t

Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus.
(An incorporeal creature's 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell).
A ranged weapon affected by this spell does not bestow the ability on its ammunition.
The weapon can be picked up and moved by an incorporeal creature at any time.
A manifesting ghost can wield the weapon against corporeal foes.
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":"

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

\t

You assume a visible, incorporeal form like that of a manifesting ghost.
You have no physical body while in this state.
You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.
You are immune to all nonmagical attack forms.
Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
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).
As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).
You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than your own.
You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object.
In order to see farther from the object you are in and attack normally, you must emerge.
While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack.
You cannot pass through a force effect.
While under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.
Your nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon
against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance).
Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).
You can pass through and operate in water as easily as you do in air.
You cannot fall or take falling damage.
You cannot make trip or grapple attacks, nor can you be tripped or grappled.
In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions.
You have no weight while in ghostform and do not set off traps that are triggered by weight.
You move silently and cannot be heard with Listen checks if you don't wish to be while in ghostform.
You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.
Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.
You have an innate sense of direction and can move at full speed even when you cannot see.<\/p><\/p>Reference: 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":"

Undead Bane Weapon<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 4 \/ Paladin 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless, object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless, object)<\/td><\/tr><\/table>

\t

You give a weapon the undead bane special ability in addition to any other properties it has.
Against undead, your weapon's enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage against undead.
The spell has no effect if cast upon a weapon that already has the undead bane special ability.
At caster level 9th (paladin level 18th) and above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.
Alternatively, you can affect up to fifty arrows, bolts, or bullets.
The projectiles must be of the same kind, and they have to be together, such as in the same quiver.
Projectiles (but not thrown weapons) lose their transmutation when fired.
The weapon is considered good-aligned for the purpose of overcoming damage reduction.
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":"

Shadow Tentacle, Greater<\/h5><\/p>
Abjuration (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level or concentration<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

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.
The tentacle created by this spell has 40 hit points, AC 18, and can be burst with a Strength check (DC 25).
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":"

Shadow Tentacle, Lesser<\/h5><\/p>
Abjuration (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Concentration (1 round\/level max)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You can animate any nearby shadow into a ropelike tentacle.
The target shadow transforms into a thick, ropy tentacle.
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.
The animated shadow tentacle extends 5 feet per level of the caster (up to 50 feet) from its anchoring point.
The caster directs the shadow tendril, indicating a target for it to attack.
The tentacle makes a melee touch attack using the caster's attack bonus.
The tentacle does not inflict damage, but can be used to entangle an opponent.
A successful melee touch attack means that the tentacle has entangled its victim.
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.
The shadow tentacle has 20 hit points, AC 15, and can be burst with a Strength check (DC 23).
A character can also free himself from the tentacle with an Escape Artist check (DC 20).
Changing targets is a standard action.
When the caster changes targets, the tentacle releases its current victim and immediately attacks the new target.
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":"

Night's Mantle<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You imbue a creature with an invisible shield that protects it from all effects of sunlight.
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.
The spell does not overcome any aversion the target creature may have for sunlight, however.
Night's mantle is not countered or dispelled by any light spell of equal or lower level (such as the 3rd-level cleric spell daylight).
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's mantle and inflicts its normal damage).
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":"

Combust<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous (see text)<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp.
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.
The creature must make a Reflex save (DC 15) or catch on fire.
(See Catching on Fire in Chapter 3 of the DUNGEON<\/span> MASTER's Guide).
If the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above.
The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.
Anyone touching the object during the initial eruption of flame takes the same fire damage the object does.
A Reflex save reduces damage by half.
If a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.
This spell originally appeared in Magic of Faer\u00fbn.
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":"

Darkfire<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>0 ft.<\/td><\/tr>
Effect:<\/b><\/td>Flame in your palm<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Dark flames appear in your hand.
You can hurl them or use them to touch enemies.
The flames appear in your open hand and harm neither you nor your equipment.
They emit no light but produce the same amount of heat as an actual fire.
You can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 points per two caster levels (maximum +10).
Alternatively, you can hurl the flames up to 120 feet as a thrown weapon.
When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.
No sooner do you hurl the flames than a new set appears in your hand.
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).
The spell does not function underwater.
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":"

Mystic Lash<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>0 ft.<\/td><\/tr>
Effect:<\/b><\/td>Electric whip<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (see text)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You create a long whip of ghostly red energy that emanates from your hand and never harms you.
You wield this weapon as if it were an actual whip and you were proficient in it.
Attacks with the mystic lash are ranged touch attacks.
The lash deals 1d8 points of electrical damage +1 point per two caster levels (maximum +5).
Since the lash is immaterial, your Strength modifier does not apply to the damage.
A creature hit with the lash must make a Fortitude saving throw or be stunned for 1 round.
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.
The lash attacks on your turn using your base attack value, although it can only attack once per round on its own.
If the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.
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.
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":"

Phantom Plow<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Druid 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>See text<\/td><\/tr>
Duration:<\/b><\/td>Permanent<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

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.
The furrow measures 1 foot deep by 6 inches wide.
The furrow ceases if it connects with a wall, large boulder, or other solid object greater than its own width.
Medium-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.
Creatures burrowing or buried in the earth along the furrow's line suffer 4d4 points of damage.
Netherese clerics utilized this spell to turn earth at a fast rate in preparation for planting crops.
Its use enabled them to plant large tracts of land quickly and efficiently.
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":"

Shadow Canopy<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 full round<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Dome 25 ft. high, diameter 100 ft. + 50 ft.\/level<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates or none (object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes or no (object)<\/td><\/tr><\/table>

\t

You create a dome of shadow.
The outer surface of the dome is impenetrable to normal vision and darkvision, granting 100% concealment to creatures and objects within the spell's area.
A creature under the effect of blacklight cannot see through the dome.
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.
Light, including sunlight, cannot penetrate the dome.
Creatures that would normally be adversely affected by sunlight, such as shades and vampires, are able to function normally within the dome.
You cannot cast the spell on a point in space or on a mobile object.
All Shadovar expeditions assigned to recover items from old Netherese locations include at least one arcanist able to cast this protective spell.
Shadow canopy counters or dispels any light spell of equal or lower level.
Light spells of equal level have no effect on shadow canopy,
but light spells of higher level counter or dispel shadow canopy.
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":"

Skull of Secrets<\/h5><\/p>
Illusion (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Cleric 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 full round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Intangible skull<\/td><\/tr>
Duration:<\/b><\/td>Permanent until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half (see text)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You create an intangible image of a floating skull that trails black flames.
The skull and its flames are obviously an illusion and cause no damage, nor can they be damaged by attacks.
The skull flies at speed 40 feet (perfect) but cannot move more than 20 feet from its point of origin.
The skull floats about aimlessly but threateningly within its available range.
You set two triggering conditions for the skull.
The first activates a message as if the skull were a magic mouth.
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.
Those affected can make Reflex saving throws for half damage.
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.
Once both triggering conditions have been met, the skull disappears.
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.
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":"

Triple Mask<\/h5><\/p>
Illusion (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Cleric 7<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Medium(100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Three shadow duplicates<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will disbelief (if interacted with)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You create three shadow duplicates of yourself; they look, sound, and smell like you but are intangible.
You can switch your perceptions between any of the shadows and your own body as a free action on your turn.
When you use the perceptions of a shadow, it mimics your actions (including speech) unless you concentrate on making it act differently.
Any shadows you are not controlling remain inert.
If you desire, any spell you cast whose range is touch or greater can originate from the controlled shadow instead of from you.
(The shadows are quasi-real, just real enough to cast spells that you originate).
A shadow can cast spells on itself only if those spells affect shadows.
The shadows act similar to the servant conjured by an unseen servant spell.
They are mindless, so while they can perform simple tasks such as opening doors, they cannot perform complex tasks such as puzzle solving.
A controlled shadow can also be programmed to move in a particular direction or to a location you know.
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.
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.
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":"

Devastate Undead<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell was created by the lich Larloch to power himself at the expense of his own undead minions.
The target undead creatures must succeed at Fortitude saving throws or be destroyed, just as if hit by a disruption weapon.
Creatures that are not undead, and undead with Hit Dice greater than the caster's caster level, are unaffected by this spell.
If an undead creature is destroyed by this spell, a portion of the negative energy that gave it unlife flows back to the caster.
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.
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":"

Dread Blast<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous (see text)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will half (see text)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You fire a black ray of negative energy at a single target.
You must succeed at a ranged touch attack to strike your target.
A creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20).
The spell has no effect on constructs or inanimate objects.
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":"

Handfang<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half (see below)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You create a fanged, biting mouth in the palm of your hand.
When you lay your hand upon a creature, the mouth deals
1d8 points of damage.
If the target makes a successful Reflex save, he takes only half damage.
If the target fails his Reflex save, you may start a grapple as a free action without provoking an attack of opportunity.
If 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.<\/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":"

Mortal Wound<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous (see text)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will half (see text)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You fire a black ray of negative energy at a single target.
You must succeed at a ranged touch attack to strike your target.
A creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20).
The spell has no effect on constructs or inanimate objects.
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":"

Stasis Clone<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr><\/table>

\t

As clone, except that if the original individual is still alive, the cloned body falls immediately into stasis and does not rot.
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.
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":"

Battletide<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>No and Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The caster steals energy from others, slowing them and speeding him or her.
Targets other than the caster suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls.
As long as at least 1 enemy is affected by the spell, the caster gets one extra partial action each round.
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.
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":"

Skull Eyes<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/3 levels (see text)<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

As eyebite, except that you can only choose one of the following possible gaze attacks:
Charm: Equivalent to the charm monster spell, except that the saving throw is based on spell level 5th.
Confusion: As the confusion spell, except affecting only one target.
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":"

Stone Walk<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Permanent until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (object)<\/td><\/tr><\/table>

\t

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.
Before you cast the spell you must prepare the ends of the link, both of which must be areas of stone 5 feet square.
This preparation takes 1 hour, and functions for repeated castings of the spell as long as the stones are not damaged.
When the spell is cast, the stones become attuned to a command word you designate.
Any creature that speaks the command word while standing upon one of the stones is teleported without error to the other end instantaneously.
The stones function once for every four caster levels, and can carry 50 pounds per caster level each time.
Creatures that exceed the weight limitation are not transported and count as one of the uses of the spell.
Material Component: The preparation of each of the ends of the link requires a paste made from rubies and amber worth 2,500 gp.
Casting the spell requires a 2,500 gp diamond.
Activating one of the linked stones once the spell is cast does not require any material component.
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":"

Elder Glyph of Warding<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 9<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr><\/table>

\t

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.
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":"

Utterdark<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>3 rounds<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Utterdark spreads outward from you, creating an area of cold, cloying magical darkness.
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).
Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.
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":"

Brain Spider<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

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

    \n\t\t
  • The ceaseless chaos representing images of surface thoughts.<\/li>\n\t\t
  • Individual trains of thought in whatever order you desire.<\/li>\n\t\t
  • Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.<\/li>\n\t\t
  • A study of the thoughts and memories of one creature of the group in detail.<\/li>\n\t<\/ul>
    Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.
    The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.
    (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion).
    Success on this saving throw does not negate the other effects of the brain spider for that creature.
    You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings.
    Language 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".
    The spell cannot reach those who make a successful Will save.
    Material Component: A spider of any size or kind.
    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":"

    Detect Aberration<\/h5><\/p>
    Divination<\/td><\/tr>
    Level:<\/b><\/td>Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>60 ft.<\/td><\/tr>
    Duration:<\/b><\/td>Concentration, up to 1 minute\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    You can detect the presence of all aberrations in the area.
    The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of aberrant life.
    2nd Round: Number of different aberrant auras and the strength of the strongest aura.
    If 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.
    3rd Round: The strength and location of each aura.
    Aura Power: An aberrant aura's power depends on the type of creature you're detecting and its Hit Dice; see the accompanying table.
    If an aura falls into more than one power category, the spell indicates the stronger of the two.
    A humanoid with the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.
    Length Aura Lingers: How long the aura lingers depends on its original strength:
    Each round, the character can turn to detect aberrant auras in a new area.
    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":"

    Probe Thoughts<\/h5><\/p>
    Divination<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>Concentration<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.
    You can learn the answer to one question per round, to the best of the subject's knowledge.
    You can also probe a sleeping subject, though the subject can make a Will save against the DC of the probe thoughts spell to wake after each question.
    Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered.
    You pose the questions telepathically, and the answers to those questions are imparted directly to your mind.
    You and the 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":"

    Bolts of Bedevilment<\/h5><\/p>
    Enchantment<\/td><\/tr>
    Level:<\/b><\/td><\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
    Effect:<\/b><\/td>Ray<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    This spell grants you the ability to make one ray attack per round.
    The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds.
    The 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.<\/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":"

    Maddening Scream<\/h5><\/p>
    Enchantment (Compulsion)<\/td><\/tr>
    Level:<\/b><\/td><\/td><\/tr>
    Components:<\/b><\/td>V<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>1d4+1 rounds<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad.
    This spell makes it impossible for the victim to do anything other than race about caterwauling.
    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":"

    Morality Undone<\/h5><\/p>
    Enchantment<\/td><\/tr>
    Level:<\/b><\/td>Bard 5 \/ Cleric 5<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 action<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    The caster turns one creature evil.
    The chaotic\/neutral\/lawful component of the subject's alignment is unchanged.
    The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with the new alignment.
    Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook on all things.
    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're fighting on the same side.
    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.
    She might even eventually decide to betray or attack her friend if there is some potential gain involved.
    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":"

    Touch of Madness<\/h5><\/p>
    Enchantment<\/td><\/tr>
    Level:<\/b><\/td><\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    You can daze one living creature by making a successful touch attack.
    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.
    A 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.<\/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":"

    Blast of Force<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td><\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
    Effect:<\/b><\/td>Ray<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Fortitude partial; see text<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    You direct an invisible blast of force at a chosen target.
    The blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6).
    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":"

    Damning Darkness<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<\/td><\/tr>
    Components:<\/b><\/td>V, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>See below<\/td><\/tr><\/table>

    \t

    This spell is similar to darkness, except that those within the area of darkness also take unholy damage.
    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.
    As 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).
    Damning darkness counters or dispels any light spell of equal or lower level.
    Spell resistance applies to the damage dealt by this spell but not to the darkness area.
    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":"

    Darkbolt<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 action<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand.
    The bolt deals 1d8 points of damage per two caster levels (maximum 5d8).
    Half the damage is cold, and the other has no specific type.
    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":"

    Invoke Magic<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
    Range:<\/b><\/td>Personal<\/td><\/tr>
    Duration:<\/b><\/td>1 round<\/td><\/tr><\/table>

    \t

    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.
    This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell's effect.
    Casting invoke magic is a swift action, like casting a quickened spell.
    You can perform only one swift action each round.
    Normally, you cast invoke magic and then immediately follow it by casting another spell as a standard action.
    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":"

    Invoke the Cerulean Sign<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Bard 3 \/ Cleric 3 \/ Druid 2 \/ Paladin 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3<\/td>\/tr>
    Components:<\/b><\/td>S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>30 ft.<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.
    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.
    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
    brief moment before it flashes and fills the area of effect with a pulse of cerulean light.
    Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects.
    Closer aberrations are affected first.
    Each effect lasts for 1 round.
    None: The aberration suffers no ill effect, even if it fails the
    saving throw.
    Sickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.
    Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.
    Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.
    Stunned: 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.
    Once a creature recovers from an effect, it moves up one level on the table.
    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":"

    Nature's Purity<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Druid 3<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
    Effect:<\/b><\/td>One or more rays<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    A shimmering green beam of light springs forth from your outstretched hand.
    You can direct this ray at any target in range.
    If you hit the target, the ray deals 1d6 points of force damage.
    Against undead and constructs, the ray deals 2d8 points of force damage.
    Against aberrations, the ray deals 5d6 points of force damage and threatens a critical hit on a roll of 19-20.
    An aberration slain by this damage is immediately transformed into pungent-smelling inert plant matter.
    You can generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level).
    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":"

    Pox<\/h5><\/p>
    Necromancy<\/td><\/tr>
    Level:<\/b><\/td>Druid 6<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 action<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    The affected creatures take 1d4 points of Constitution drain.
    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":"

    Arms of Plenty<\/h5><\/p>
    Transmutation<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    Two clawed arms grow out of the subject's body.
    The arms are roughly humanoid, but are either scaly or furred and end in sharp talons.
    The 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.
    The arms grant the subject two primary claw attacks.
    A hit from one of the claws deals slashing damage equal to 1d6 points (1d4 if Small) plus the creature's Strength modifier.
    The claws cannot be used to wield weapons or manipulate objects.
    Since the claws are primary attacks, you can attack with them in addition to making your weapon attacks without penalty.
    The claws count as magic weapons for the purpose of overcoming damage reduction.
    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's Strength modifier.
    Multiple castings of arms of plenty on a creature do not stack; the duration simply resets.
    Material Component: A xill'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":"

    Befoul<\/h5><\/p>
    Transmutation<\/td><\/tr>
    Level:<\/b><\/td>Cleric 8<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>Permanent; see text<\/td><\/tr>
    Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    The caster makes water (or other liquid) foul and mildly poisonous.
    All creatures with 1 Hit Die or less that are in the water at the time of the casting die immediately.
    Anyone drinking this water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage.
    Any creature with 2 or more Hit Dice immersed in this water must make a saving throw as if drinking it.
    If the caster affects only part of a larger body of water, the befouled water mixes with the pure water.
    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.
    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.
    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.
    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":"

    Despoil<\/h5><\/p>
    Transmutation<\/td><\/tr>
    Level:<\/b><\/td>Cleric 9<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Fortitude partial (plants) or Fortitude negates (other living creatures)<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    The caster blights and corrupts a vast area of land.
    Plants with 1 Hit Die or less shrivel and die, and the ground cannot support such plant life ever again.
    Plants with more than 1 Hit Die must succeed on a Fortitude saving throw or die.
    Even those successful on their saves take 5d6 points of damage.
    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.
    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).
    Only the effects of multiple wish or miracle spells can undo the lasting effect of this spell.
    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":"

    Permeable Form<\/h5><\/p>
    Transmutation<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
    Components:<\/b><\/td>V<\/td><\/tr>
    Casting Time:<\/b><\/td>1 immediate action<\/td><\/tr>
    Range:<\/b><\/td>Personal<\/td><\/tr>
    Duration:<\/b><\/td>1 round<\/td><\/tr><\/table>

    \t

    By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time.
    While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities.
    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).
    You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.
    Tsochar spellcasters sometimes use this spell to quickly exit an inhabited creature without causing damage to the victim.
    You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.
    Casting this spell is an immediate action.
    You can cast it even when it's not your turn.
    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":"

    Undulant Innards<\/h5><\/p>
    Transmutation<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    This spell causes a powerful transformation in the target creature.
    Outwardly, the target doesn't appear any different.
    On the inside, the creature's internal organs constantly seethe and slither about, and actively avoid being struck at by weapons.
    For the duration of the spell, the target is immune to extra damage from critical hits and sneak attacks.
    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":"

    Whispercast<\/h5><\/p>
    Transmutation<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
    Components:<\/b><\/td>V<\/td><\/tr>
    Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
    Range:<\/b><\/td>Personal<\/td><\/tr>
    Duration:<\/b><\/td>1 round<\/td><\/tr><\/table>

    \t

    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.<\/p>\n\n\t

    If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.<\/p>\n\n\t

    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

    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":"

    Aura of the Sun<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Cleric 4 \/ Paladin 4<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>10 ft.<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>No<\/td><\/tr>
    Spell Resistance:<\/b><\/td>None<\/td><\/tr><\/table>

    \t

    By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural shadows and hampers magical darkness.
    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.
    Areas of magical darkness originating from 3rd-level or lower spells and effects are temporarily suppressed when overlapping with an aura of the sun.
    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's area.
    Furthermore, any creature attempting to hide within the aura takes a -4 penalty on Hide checks.
    This effect is centered on you and moves with you.
    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":"

    Backblast<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Personal<\/td><\/tr>
    Duration:<\/b><\/td>Until expended or 10 minutes\/level (D)<\/td><\/tr><\/table>

    \t

    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.
    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.
    Effect and area spells are unaffected, as is any spell with a range of touch.
    The DM secretly rolls 1d4+2 to determine the total number of spell levels that can be turned.
    Backblast otherwise follows the rules for the spell turning spell.
    In addition to the above, backblast grants you fire resistance 10.
    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":"

    Nezram's Amethyst Aura<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    You surround the subject with a brilliant violet glow that grants temporary immunity to poisons and diseases.
    Nezram's amethyst aura absorbs all poisons and diseases that target the subject for the duration of the spell, regardless of how they are delivered.
    Any 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.
    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.
    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":"

    Nezram's Emerald Energy Shield<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

    \t

    You coat the subject with protective energy of an emerald green hue.
    This energy shield does not affect the subject's movement, senses, or ability to cast spells.
    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.
    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.
    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":"

    Nezram's Sapphire Screen of Shielding<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
    Components:<\/b><\/td>V, S, AF<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Personal<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr><\/table>

    \t

    You create a levitating, square screen of fluid blue force approximately 5 feet on a side and 1 inch thick.
    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.
    In addition to providing the effect of a shield spell, Nezram's sapphire screen of shielding also gives you damage reduction 10\/magic.
    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":"

    Srinshee's Spell Shift<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Personal<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr><\/table>

    \t

    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.
    When a spell is cast, you can visually observe its effects on the Weave.
    Thanks to this heightened understanding, you can use the counterspell action to do much more than merely counter another caster's spell.
    Srinshee's spell shift grants you a +4 insight bonus on Spellcraft checks made to identify spells for counterspelling.
    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's spell shift lasts.
    Aid: 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.
    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's spell with the desired metamagic feat applied.
    For example, empowering an ally's fireball would require you to expend a 5th-level or higher spell slot.
    Manipulate: You can seize control of the spell's range, area, or targets, as appropriate, and reshape these factors as you choose.
    For 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.
    Only one property of the spell, chosen from among those that the caster can normally designate, can be manipulated in this manner.
    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.
    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":"

    Storm Shield<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Cleric 3 \/ Druid 3<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
    Duration:<\/b><\/td>1 minute\/level or until discharged (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>See text<\/td><\/tr>
    Spell Resistance:<\/b><\/td>See text<\/td><\/tr><\/table>

    \t

    This spell creates a small, glowing sphere of amber light at a point you designate.
    Any 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.
    In 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.
    In such a case, the entire effect is drawn to the storm shield,
    and all creatures or objects that otherwise would have been in the spell's area remain unharmed.
    The storm shield takes full damage (no saving throw) from any effect drawn into it.
    The shield can absorb up to 20 points of electricity damage per caster level before dissipating.
    Any remaining damage is applied to all creatures within 10 feet of the storm shield's position (Reflex half; spell resistance applies).
    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.
    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).
    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":"

    Tyche's Touch<\/h5><\/p>
    Abjuration<\/td><\/tr>
    Level:<\/b><\/td>Cleric 2<\/td><\/tr>
    Components:<\/b><\/td>S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>24 hours or until discharged<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    This spell confers either a protection or a curse (your choice at the time of casting) upon a single living creature.
    The effects of the two options are as follows.
    Protection: The subject gains a +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus
    on the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth.
    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.
    Tyche's touch lasts for 24 hours or until its power is exhausted (after the fourth saving throw).
    Only one Tyche's touch spell can affect a given creature at one time.
    Tyche'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.
    In recent years, both Beshaba and Tymora have been known to grant Tyche'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":"

    Mailed Might of the Magelords<\/h5><\/p>
    Conjuration (Creation)<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

    \t

    You create a translucent, protective field of force (+8 armor bonus) around the subject.
    In addition, the subject becomes immune to 2nd-level or lower spells with the force descriptor and gains damage reduction 5\/magic.
    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.
    Furthermore, since the armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
    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":"

    Shalantha's Delicate Disk<\/h5><\/p>
    Conjuration (Creation)<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Touch<\/td><\/tr>
    Effect:<\/b><\/td>One disk<\/td><\/tr>
    Duration:<\/b><\/td>Permanent until discharged (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>See text<\/td><\/tr>
    Spell Resistance:<\/b><\/td>See text<\/td><\/tr><\/table>

    \t

    This spell conjures a small disk, about 1 foot in diameter and 1 inch thick, made of a material that resembles rose-tinted eggshell.
    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.
    If no spell is cast into the disk within 10 minutes of its creation, it vanishes into nothingness and the spell is wasted.
    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).
    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.
    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's point of origin.
    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.
    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.
    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":"

    Sun Scepter<\/h5><\/p>
    Conjuration (Creation)<\/td><\/tr>
    Level:<\/b><\/td>Cleric 6<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>0 ft.<\/td><\/tr>
    Effect:<\/b><\/td>Scepter of light<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level [D]<\/td><\/tr>
    Saving Throw:<\/b><\/td>None<\/td><\/tr>
    Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

    \t

    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.
    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.
    You can strike with it as a melee touch attack.
    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":"

    Know Bloodline<\/h5><\/p>
    Divination<\/td><\/tr>
    Level:<\/b><\/td>Cleric 3<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    Mulhorandi priests have used this spell for millennia to select humans of the purest Mulan bloodlines to follow the path of the glorious servant.
    When you cast this spell, you learn the basic ancestry of the subject creature.
    The information revealed includes the subject'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":"

    Bloodbriars<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Druid 4 \/ Sorcerer 4 \/ Wizard 4<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
    Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    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.
    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.
    During any round in which the target moves in any fashion, however, it takes 1d8 points of damage (no save).
    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.
    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":"

    Crushing Sphere<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
    Components:<\/b><\/td>V, S, M<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
    Effect:<\/b><\/td>1-ft.-diameter\/level sphere, centered around a creature<\/td><\/tr>
    Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
    Saving Throw:<\/b><\/td>Reflex negates<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

    \t

    This spell functions like Otiluke's resilient sphere, except that the sphere painfully constricts the target, hampering her movements and breathing.
    The target is entangled and takes 3d6 points of nonlethal damage per round as the sphere contracts.
    If the target is rendered unconscious, any remaining damage from the crushing sphere is lethal damage.
    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":"

    Ray of Resurgence<\/h5><\/p>
    Evocation<\/td><\/tr>
    Level:<\/b><\/td>Cleric 1 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
    Components:<\/b><\/td>V, S<\/td><\/tr>
    Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
    Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
    Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
    Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
    Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

    \t

    A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your target.
    A ray of resurgence has the following three effects on the target.\n\t