
[[],[{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allied creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like snake's swiftness, except that it affects multiple allies out to medium range.","short_description":"This spell functions like snake's swiftness, except that it affects multiple allies out to medium ran...","material_components":"0","name":"Snake's Swiftness, Legion's","level":"Druid 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Snake's Swiftness, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like snake&#39;s swiftness, except that it affects multiple allies out to medium range.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Living creature touched","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like greater magic fang (see page 250 of the Player's Handbook), except as noted above.","short_description":"This spell functions like greater magic fang (see page 250 of the Player's Handbook), except as noted...","material_components":"0","name":"Tiger's Tooth","level":"Druid 2","full_text":"<div><p><h5>Tiger's Tooth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Living creature touched<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like greater magic fang (see page 250 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One flying creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"A flying creature, which can be a creature that can fly by means of the fly spell or some similar magical effect, is grounded.\nIf this spell is cast on a creature currently flying, that creature descends at a speed of 60 feet per round but does not fall (and thus is not subject to falling damage).\nThe creature can still use its fly speed to move horizontally or down, but not up.\nOnce it is on the ground, the subject can no longer use its fly speed.\nThis spell does not affect incorporeal creatures.\nMaterial Component: A wing torn from a fly.","short_description":"A flying creature, which can be a creature that can fly by means of the fly spell or some similar mag...","material_components":"0","name":"Undeniable Gravity","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Undeniable Gravity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A flying creature, which can be a creature that can fly by means of the fly spell or some similar magical effect, is grounded.<br \/>If this spell is cast on a creature currently flying, that creature descends at a speed of 60 feet per round but does not fall (and thus is not subject to falling damage).<br \/>The creature can still use its fly speed to move horizontally or down, but not up.<br \/>Once it is on the ground, the subject can no longer use its fly speed.<br \/>This spell does not affect incorporeal creatures.<br \/>Material Component: A wing torn from a fly.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Long (400 ft. + 40 ft.\/level)","target":"Creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like undeniable gravity, except that it affects multiple creatures.","short_description":"This spell functions like undeniable gravity, except that it affects multiple creatures.","material_components":"0","name":"Undeniable Gravity, Legion's","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Undeniable Gravity, Legion's<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like undeniable gravity, except that it affects multiple creatures.<\/p><\/p>Reference: Miniatures Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 action","range":"Touch","target":"","effect":"Tiny construct","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.\nThis is the final spell in the process of creating a bogun.\nSee the bogun's description, above, for further details.\nMaterial Component: The mannequin from which the bogun is created.\nXP Cost: 25 XP.","short_description":"Beget bogun allows you to infuse living magic into a small mannequin that you have created from veget...","material_components":"0","name":"Beget Bogun","level":"Druid 1","full_text":"<div><p><h5>Beget Bogun<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/>\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Tiny construct<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.<br \/>This is the final spell in the process of creating a bogun.<br \/>See the bogun&#39;s description, above, for further details.<br \/>Material Component: The mannequin from which the bogun is created.<br \/>XP Cost: 25 XP.<\/p><\/p>Reference: Monster Manual II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One swarm of clockwork menders","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon monster I, except that you summon a single clockwork mender swarm.\nThe swarm can be directed to attack opponents, to use its swarm repair ability, and even to use its swarm sacrifice ability.\nArcane Focus: A broken metal gear.","short_description":"This spell functions like summon monster I, except that you summon a single clockwork mender swarm.","material_components":"0","name":"Summon Clockwork Mender Swarm","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Clockwork Mender Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One swarm of clockwork menders<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon monster I, except that you summon a single clockwork mender swarm.<br \/>The swarm can be directed to attack opponents, to use its swarm repair ability, and even to use its swarm sacrifice ability.<br \/>Arcane Focus: A broken metal gear.<\/p><\/p>Reference: Monster Manual IV<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You intone words of binding and point at your foe.\nYellow strings of magical energy loop about its wings, dragging it to ground.\nYou hinder the subject's ability to fly (whether through natural or magical means) for the duration of the spell.\nIf the target fails its saving throw, its fly speed (if any) becomes 0 feet.\nAn airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell.\nEven if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.\nEarthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or\nair walk spells).","short_description":"You intone words of binding and point at your foe.","material_components":"0","name":"Earthbind","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Earthbind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You intone words of binding and point at your foe.<br \/>Yellow strings of magical energy loop about its wings, dragging it to ground.<br \/>You hinder the subject&#39;s ability to fly (whether through natural or magical means) for the duration of the spell.<br \/>If the target fails its saving throw, its fly speed (if any) becomes 0 feet.<br \/>An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell.<br \/>Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.<br \/>Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or<br \/>air walk spells).<\/p><\/p>Reference: Monster Manual V<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Touch","target":"One human","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Only evil wizards can cast this spell, and the Red Wizards of Thay do not teach it to outsiders.\nCasting the spell involves a series of magical rituals intended to turn a normal human (of up to 3rd level) into a maddened, murderous creature.\nThe victim must be bound and helpless for the spell to work.\nAfter the casting time is completed, the victim must make a Will save or be transformed into a chosen one under the control of its creator.","short_description":"Only evil wizards can cast this spell, and the Red Wizards of Thay do not teach it to outsiders.","material_components":"0","name":"Create Chosen One","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Create Chosen One<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Only evil wizards can cast this spell, and the Red Wizards of Thay do not teach it to outsiders.<br \/>Casting the spell involves a series of magical rituals intended to turn a normal human (of up to 3rd level) into a maddened, murderous creature.<br \/>The victim must be bound and helpless for the spell to work.<br \/>After the casting time is completed, the victim must make a Will save or be transformed into a chosen one under the control of its creator.<\/p><\/p>Reference: Monster Compendium: Monsters of Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Severed left hands within a 5-foot-radius circle","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You may create a number of crawling claws up to twice your caster level.\nThe hands to be transformed must all be within a 5-footradius circle.\nTo begin the spell, you must cast magic circle against good around yourself and the claws.\nThe magic circle need not endure throughout the create crawling claw spell's 1-hour casting time; simply initiating the spell inside the circle is good enough.\nOnce created, the crawling claws will be under your direct telepathic command, so long as your instructions are very simple and you are within 100 feet.\nIf you leave that area, you must give the crawling claws simple standing orders beforehand.\nCreating a crawling claw out of someone's hand does not preclude the use of a resurrection spell to bring that person back to life.\nStories are told of adventurers who were resurrected and later attacked by their own left hands.\nMaterial Components: Clippings from a ghoul's fingernails, and a ring that someone else lost.","short_description":"You may create a number of crawling claws up to twice your caster level.","material_components":"0","name":"Create Crawling Claw","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Create Crawling Claw<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You may create a number of crawling claws up to twice your caster level.<br \/>The hands to be transformed must all be within a 5-footradius circle.<br \/>To begin the spell, you must cast magic circle against good around yourself and the claws.<br \/>The magic circle need not endure throughout the create crawling claw spell&#39;s 1-hour casting time; simply initiating the spell inside the circle is good enough.<br \/>Once created, the crawling claws will be under your direct telepathic command, so long as your instructions are very simple and you are within 100 feet.<br \/>If you leave that area, you must give the crawling claws simple standing orders beforehand.<br \/>Creating a crawling claw out of someone&#39;s hand does not preclude the use of a resurrection spell to bring that person back to life.<br \/>Stories are told of adventurers who were resurrected and later attacked by their own left hands.<br \/>Material Components: Clippings from a ghoul&#39;s fingernails, and a ring that someone else lost.<\/p><\/p>Reference: Monster Compendium: Monsters of Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal of no more than 2 HD","effect":"","area":"","duration":"Instantaneous","saving_throw":"None or Will negates","spell_resistance":"Yes","description":"The spellcaster may transform one Small or Medium-size animal with no more than 2 HD into a darkenbeast.\nA target with an Intelligence score of 5 or more gets a Will save to negate the effect; targets with Intelligence of 4 or less are automatically affected.\nThe spell can only be cast in darkness: at night, indoors, or underground.\nIts effects last until the darkenbeast is slain or until exposure to sunlight (see above) dispels the transmutation.\nThe transmutation can also be dispelled by a dispel magic spell, although such an attempt would have to overcome the darkenbeast's spell resistance.\nA sunbeam spell automatically dispels the transmutation without needing to overcome spell resistance.\nIf you are going to imprint another spell on the darkenbeast, you must cast that spell immediately after the create darkenbeast spell is over and pass a Spellcraft check (DC 12 + level of the spell being imprinted).\nThe imprinted spell has no effect; it merely goes into the darkenbeast.\nAnother spellcaster using detect magic for 1 round can determine whether a darkenbeast has a spell imprinted.\nAfter 3 rounds, detect magic and a successful Spellcraft check (DC 15+ level of imprinted spell) can identify what spell a darkenbeast has imprinted on it.\nA created darkenbeast is under the caster's direct telepathic command.\nThere is no limit to the number of darkenbeasts a sorcerer or wizard can command, but a spellcaster can only have a number of darkenbeasts with imprinted spells equal to her caster level.\nMaterial Components: Dried wyvern's blood smeared upon the spell's target, and a black pearl worth at least 200 gp.","short_description":"The spellcaster may transform one Small or Medium-size animal with no more than 2 HD into a darkenbea...","material_components":"0","name":"Create Darkenbeast","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Create Darkenbeast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The spellcaster may transform one Small or Medium-size animal with no more than 2 HD into a darkenbeast.<br \/>A target with an Intelligence score of 5 or more gets a Will save to negate the effect; targets with Intelligence of 4 or less are automatically affected.<br \/>The spell can only be cast in darkness: at night, indoors, or underground.<br \/>Its effects last until the darkenbeast is slain or until exposure to sunlight (see above) dispels the transmutation.<br \/>The transmutation can also be dispelled by a dispel magic spell, although such an attempt would have to overcome the darkenbeast&#39;s spell resistance.<br \/>A sunbeam spell automatically dispels the transmutation without needing to overcome spell resistance.<br \/>If you are going to imprint another spell on the darkenbeast, you must cast that spell immediately after the create darkenbeast spell is over and pass a Spellcraft check (DC 12 + level of the spell being imprinted).<br \/>The imprinted spell has no effect; it merely goes &quot;into&quot; the darkenbeast.<br \/>Another spellcaster using detect magic for 1 round can determine whether a darkenbeast has a spell imprinted.<br \/>After 3 rounds, detect magic and a successful Spellcraft check (DC 15+ level of imprinted spell) can identify what spell a darkenbeast has imprinted on it.<br \/>A created darkenbeast is under the caster&#39;s direct telepathic command.<br \/>There is no limit to the number of darkenbeasts a sorcerer or wizard can command, but a spellcaster can only have a number of darkenbeasts with imprinted spells equal to her caster level.<br \/>Material Components: Dried wyvern&#39;s blood smeared upon the spell&#39;s target, and a black pearl worth at least 200 gp.<\/p><\/p>Reference: Monster Compendium: Monsters of Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"See text","range":"Personal","target":"You","effect":"","area":"","duration":"Concentration, up to 20 minutes (D)","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you increase your ability to concentrate on a spell you have already cast.\nThis spell is one of only two spells that you can cast while maintaining concentration on another spell (the other being finding the center).\nThis spell gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on another spell, and lasts as long as your concentration on the other spell.\nCasting aiming at the target is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.","short_description":"When you cast this spell, you increase your ability to concentrate on a spell you have already cast.","material_components":"0","name":"Aiming At the Target","level":"Wu Jen 5","full_text":"<div><p><h5>Aiming At the Target<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 20 minutes (D)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you increase your ability to concentrate on a spell you have already cast.<br \/>This spell is one of only two spells that you can cast while maintaining concentration on another spell (the other being finding the center).<br \/>This spell gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on another spell, and lasts as long as your concentration on the other spell.<br \/>Casting aiming at the target is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One Large or larger wooden-hafted weapon","effect":"","area":"","duration":"1 round\/level or until discharged","saving_throw":"Will negates","spell_resistance":"Yes (object)","description":"When you cast this spell, you place an enchantment on a Large or larger wooden-hafted weapon (such as a bo, naginata, nunchaku, three-section staff, or similar weapon).\nThe next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead.\nThe weapon's wielder makes a normal attack roll upon himself and deals normal damage if he hits.\nHe cannot choose to deal subdual damage or otherwise reduce the damage he deals, although any damage reduction he has still applies.\nOnce the attacker damages himself with the affected weapon, the spell is discharged.\nUnattended magic weapons targeted by this spell receive a Will save; if successful, the spell has no effect.\nSee Attack an Object in the Player's Handbook for information concerning object saving throws.\nFocus: A dagger.","short_description":"When you cast this spell, you place an enchantment on a Large or larger wooden-hafted weapon (such as...","material_components":"0","name":"Backbiter","level":"Wu Jen 1","full_text":"<div><p><h5>Backbiter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you place an enchantment on a Large or larger wooden-hafted weapon (such as a bo, naginata, nunchaku, three-section staff, or similar weapon).<br \/>The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead.<br \/>The weapon&#39;s wielder makes a normal attack roll upon himself and deals normal damage if he hits.<br \/>He cannot choose to deal subdual damage or otherwise reduce the damage he deals, although any damage reduction he has still applies.<br \/>Once the attacker damages himself with the affected weapon, the spell is discharged.<br \/>Unattended magic weapons targeted by this spell receive a Will save; if successful, the spell has no effect.<br \/>See Attack an Object in the Player&#39;s Handbook for information concerning object saving throws.<br \/>Focus: A dagger.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You surround yourself with a purifying swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke, dust, and poisons.\nNonmagical contaminants, including inhaled poisons, are automatically negated within the cloud.\nMagical effects, including acid fog, cloudkill, and green dragon breath, are negated only if your level is greater than the offending spell's caster level (or the dragon's HD).\nIf your level is lower than the caster level, the dance of the unicorn grants everyone within the mist a +4 bonus on their saving throws against the effect.\nThe cloud of mist leaves everything within its area damp.","short_description":"You surround yourself with a purifying swirling mist with a radius of 5 feet per caster level that wa...","material_components":"0","name":"Dance of the Unicorn","level":"Shugenja 5","full_text":"<div><p><h5>Dance of the Unicorn<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You surround yourself with a purifying swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke, dust, and poisons.<br \/>Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud.<br \/>Magical effects, including acid fog, cloudkill, and green dragon breath, are negated only if your level is greater than the offending spell&#39;s caster level (or the dragon&#39;s HD).<br \/>If your level is lower than the caster level, the dance of the unicorn grants everyone within the mist a +4 bonus on their saving throws against the effect.<br \/>The cloud of mist leaves everything within its area damp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object","effect":"","area":"","duration":"1 round\/level or until discharged, whichever comes first","saving_throw":"See text","spell_resistance":"See text","description":"Shimmering, white, holy energy surrounds you.\nThis power has three effects:\n1. You gain a +4 deflection bonus to AC against attacks by Shadowlands creatures and creatures with a Taint score.\n2. On making a successful melee touch attack against an oni or another outsider or elemental with the Shadowlands subtype, you can choose to drive that creature back to its home plane.\nThe creature negates the effects with a Will save (SR applies).\nThis use discharges and ends the spell.\n3. With a touch, you can automatically dispel any one spell cast by a Tainted creature or any one maho spell.\nException: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel Taint.\nSaving throws and spell resistance do not apply to this effect.\nThis use discharges and ends the spell.","short_description":"Shimmering, white, holy energy surrounds you.","material_components":"0","name":"Dispel Taint","level":"Shugenja 5","full_text":"<div><p><h5>Dispel Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged, whichever comes first<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>Shimmering, white, holy energy surrounds you.<br \/>This power has three effects:<br \/>1. You gain a +4 deflection bonus to AC against attacks by Shadowlands creatures and creatures with a Taint score.<br \/>2. On making a successful melee touch attack against an oni or another outsider or elemental with the Shadowlands subtype, you can choose to drive that creature back to its home plane.<br \/>The creature negates the effects with a Will save (SR applies).<br \/>This use discharges and ends the spell.<br \/>3. With a touch, you can automatically dispel any one spell cast by a Tainted creature or any one maho spell.<br \/>Exception: Spells that can&#39;t be dispelled by dispel magic also can&#39;t be dispelled by dispel Taint.<br \/>Saving throws and spell resistance do not apply to this effect.<br \/>This use discharges and ends the spell.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"60 ft.","target":"","effect":"","area":"60-ft. emanation, centered on you","duration":"1 minute","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows you to drive off elementals of a specific type by uttering a fearsome cry.\nWhen you cast the spell, all elementals within the spell's area flee the area unless they make successful Will saving throws.\nThe spell ends if you try to force the barrier against an elemental that has failed its saving throw.\nMaterial Component: A small quantity of the element opposed to the type being warded against--fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.","short_description":"This spell allows you to drive off elementals of a specific type by uttering a fearsome cry.","material_components":"0","name":"Elemental Ward","level":"Wu Jen 4","full_text":"<div><p><h5>Elemental Ward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to drive off elementals of a specific type by uttering a fearsome cry.<br \/>When you cast the spell, all elementals within the spell&#39;s area flee the area unless they make successful Will saving throws.<br \/>The spell ends if you try to force the barrier against an elemental that has failed its saving throw.<br \/>Material Component: A small quantity of the element opposed to the type being warded against&#8212;fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"10 minutes (D)","saving_throw":"","spell_resistance":"","description":"As aiming at the target, except that you no longer need to maintain conscious concentration on the spell you cast before this one.\nYour unconscious mind maintains the concentration required for the spell.\nYou can take other actions, including movement, attacks, and even spellcasting, as normal.\nThe only way to disrupt your concentration on the other spell while finding the center is still in effect is to kill you or hamper your mind in some way (as through feeblemind, confusion, insanity, or dominate person).","short_description":"As aiming at the target, except that you no longer need to maintain conscious concentration on the sp...","material_components":"0","name":"Finding the Center","level":"Wu Jen 8","full_text":"<div><p><h5>Finding the Center<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes (D)<br\/><\/td><\/tr><\/table><p>\t<p>As aiming at the target, except that you no longer need to maintain conscious concentration on the spell you cast before this one.<br \/>Your unconscious mind maintains the concentration required for the spell.<br \/>You can take other actions, including movement, attacks, and even spellcasting, as normal.<br \/>The only way to disrupt your concentration on the other spell while finding the center is still in effect is to kill you or hamper your mind in some way (as through feeblemind, confusion, insanity, or dominate person).<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature\/level","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will partial","spell_resistance":"Yes","description":"With this spell, you force any shapechanger to revert into its true form.\nWhen you cast the spell, you specify the targets you know or believe to be shapechangers.\nAny shapechangers targeted by the spell must attempt Will saving throws.\nIf they fail their saves, they revert to their true form amid wracking pain, which causes them 3d10 points of damage.\nIf the saving throw is successful, they retain their current form, but still suffer extreme pain, taking half damage.\nThe shapechanger is locked into its true form for 1 round per caster level, but the spell deals the 3d10 points of damage only when the change first occurs.\nFor purposes of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form.\nA wu jen who knows polymorph self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a spirit centipede is (since it has the exceptional ability to assume alternate forms, though its type is outsider).\nThis spell has no effect on creatures under the effect of alter self, polymorph self, or other spell effects.","short_description":"With this spell, you force any shapechanger to revert into its true form.","material_components":"0","name":"Force Shapechange","level":"Shaman 6","full_text":"<div><p><h5>Force Shapechange<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you force any shapechanger to revert into its true form.<br \/>When you cast the spell, you specify the targets you know or believe to be shapechangers.<br \/>Any shapechangers targeted by the spell must attempt Will saving throws.<br \/>If they fail their saves, they revert to their true form amid wracking pain, which causes them 3d10 points of damage.<br \/>If the saving throw is successful, they retain their current form, but still suffer extreme pain, taking half damage.<br \/>The shapechanger is locked into its true form for 1 round per caster level, but the spell deals the 3d10 points of damage only when the change first occurs.<br \/>For purposes of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form.<br \/>A wu jen who knows polymorph self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a spirit centipede is (since it has the exceptional ability to assume alternate forms, though its type is outsider).<br \/>This spell has no effect on creatures under the effect of alter self, polymorph self, or other spell effects.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"","target":"Creature touched","effect":"","area":"","duration":"3 rounds\/level","saving_throw":"","spell_resistance":"","description":"As invisibility to spirits, but the warded creature is invisible to all creatures who may have hostile intentions against it.\nMindless creatures are not affected by the spell and can see the warded creature normally, since they are incapable of forming hostile intentions.\nAnimals and other creatures with Intelligence scores lower than 5 are also not affected, since their motivations are based on survival, not on hostile intent.\nFocus: A white robe covered with handwritten symbols and verses.","short_description":"As invisibility to spirits, but the warded creature is invisible to all creatures who may have hostil...","material_components":"0","name":"Invisibility to Enemies","level":"Shaman 3","full_text":"<div><p><h5>Invisibility to Enemies<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><\/table><p>\t<p>As invisibility to spirits, but the warded creature is invisible to all creatures who may have hostile intentions against it.<br \/>Mindless creatures are not affected by the spell and can see the warded creature normally, since they are incapable of forming hostile intentions.<br \/>Animals and other creatures with Intelligence scores lower than 5 are also not affected, since their motivations are based on survival, not on hostile intent.<br \/>Focus: A white robe covered with handwritten symbols and verses.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"One touched creature\/level","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes (harmless)","description":"If a spirit fails its saving throw, it can't perceive the warded creatures and acts as though the warded creatures are not there.\nThe warded creatures can move freely among spirits without being noticed, although they are perfectly visible to all other types of creatures.\nIf a warded creature touches or attacks a spirit (even with a spell), the spell ends for all recipients.\nNote: A spirit gets one saving throw against the spell.\nIt either sees all the warded creatures or none of them.\nMaterial Component: Red ink, with which you write prayers and scriptures on each warded creature.","short_description":"If a spirit fails its saving throw, it can't perceive the warded creatures and acts as though the war...","material_components":"0","name":"Invisibility to Spirits","level":"Shaman 2","full_text":"<div><p><h5>Invisibility to Spirits<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>If a spirit fails its saving throw, it can&#39;t perceive the warded creatures and acts as though the warded creatures are not there.<br \/>The warded creatures can move freely among spirits without being noticed, although they are perfectly visible to all other types of creatures.<br \/>If a warded creature touches or attacks a spirit (even with a spell), the spell ends for all recipients.<br \/>Note: A spirit gets one saving throw against the spell.<br \/>It either sees all the warded creatures or none of them.<br \/>Material Component: Red ink, with which you write prayers and scriptures on each warded creature.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A radiance of shimmering jade color surrounds the subjects, protecting them from attacks, granting them resistance to maho and other evil magic, and blinding Tainted and Shadowlands creatures when they strike the subjects.\nThis abjuration has four effects.\nFirst, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nUnlike protection from Taint, this benefit applies against all attacks, not just against attacks by Tainted creatures.\nSecond, the warded creatures gain SR 25 against evil spells and spells cast by maho-tsukai, oni, or other Tainted or Shadowlands creatures.\nThird, the abjuration blocks possession and mental influence, just as protection from Taint does.\nFinally, if a creature with a Taint score or the Shadowlands subtype succeeds at a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness\/deafness, but against jade aura's save DC).\nFocus: A tiny statue carved from jade, representing one of the Seven Fortunes.\nThe statue costs at least 500 gp.","short_description":"A radiance of shimmering jade color surrounds the subjects, protecting them from attacks, granting th...","material_components":"0","name":"Jade Aura","level":"Shugenja 9","full_text":"<div><p><h5>Jade Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A radiance of shimmering jade color surrounds the subjects, protecting them from attacks, granting them resistance to maho and other evil magic, and blinding Tainted and Shadowlands creatures when they strike the subjects.<br \/>This abjuration has four effects.<br \/>First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves.<br \/>Unlike protection from Taint, this benefit applies against all attacks, not just against attacks by Tainted creatures.<br \/>Second, the warded creatures gain SR 25 against evil spells and spells cast by maho-tsukai, oni, or other Tainted or Shadowlands creatures.<br \/>Third, the abjuration blocks possession and mental influence, just as protection from Taint does.<br \/>Finally, if a creature with a Taint score or the Shadowlands subtype succeeds at a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness\/deafness, but against jade aura&#39;s save DC).<br \/>Focus: A tiny statue carved from jade, representing one of the Seven Fortunes.<br \/>The statue costs at least 500 gp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"Emanates 10 ft. from touched creature","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"No (see text)","description":"As protection from Taint, except that it encompasses a much larger area and its duration is longer.\nUnlike protection from Taint, this spell has a special function that you may choose when casting the spell.\nA magic circle can be focused inward rather than outward.\nIn this case, it serves as an immobile, temporary magical prison for a called creature.\nThe creature cannot cross the circle's boundaries.\n(See Calling in the Player's Handbook for more information on using this spell in conjunction with calling spells).\nYou must beat a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.\nIf a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from Taint spell for that creature only.\nThis spell is not cumulative with protection from Taint and vice versa.","short_description":"As protection from Taint, except that it encompasses a much larger area and its duration is longer.","material_components":"0","name":"Magic Circle Against Taint","level":"Shugenja 3","full_text":"<div><p><h5>Magic Circle Against Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (see text)<br\/><\/td><\/tr><\/table><p>\t<p>As protection from Taint, except that it encompasses a much larger area and its duration is longer.<br \/>Unlike protection from Taint, this spell has a special function that you may choose when casting the spell.<br \/>A magic circle can be focused inward rather than outward.<br \/>In this case, it serves as an immobile, temporary magical prison for a called creature.<br \/>The creature cannot cross the circle&#39;s boundaries.<br \/>(See Calling in the Player&#39;s Handbook for more information on using this spell in conjunction with calling spells).<br \/>You must beat a creature&#39;s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies&#39; spell resistance.<br \/>If a creature too large to fit into the spell&#39;s area is the subject of the spell, the spell acts as a normal protection from Taint spell for that creature only.<br \/>This spell is not cumulative with protection from Taint and vice versa.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The recipient of this spell gains a +1 resistance bonus for every three caster levels (maximum +5) on any Will saving throw against charm or compulsion effects.\nMaterial Component: A piece or hair or other item from the body of a creature with an innate charm or dominate person ability, such as a succubus or vampire.","short_description":"The recipient of this spell gains a +1 resistance bonus for every three caster levels (maximum +5) on...","material_components":"0","name":"Protection from Charm","level":"Wu Jen 2","full_text":"<div><p><h5>Protection from Charm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The recipient of this spell gains a +1 resistance bonus for every three caster levels (maximum +5) on any Will saving throw against charm or compulsion effects.<br \/>Material Component: A piece or hair or other item from the body of a creature with an innate charm or dominate person ability, such as a succubus or vampire.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Touch","target":"","effect":"","area":"Emanates 5 ft. from touched creature","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No (see text)","description":"This spell creates a magical barrier around the subject at a distance of 5 feet.\nThe barrier moves with the subject and has two major effects.\nFirst, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made by spirits.\nSecond, the barrier prevents spirits from entering the area.\nThis protection ends if the warded creature makes an attack against or tries to force the barrier against a blocked spirit.\nSpell resistance can allow a spirit to overcome this protection and enter the circle.\nFocus: A gingko wand with paper prayer strips attached.","short_description":"This spell creates a magical barrier around the subject at a distance of 5 feet.","material_components":"0","name":"Protection from Spirits","level":"Shaman 2","full_text":"<div><p><h5>Protection from Spirits<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (see text)<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a magical barrier around the subject at a distance of 5 feet.<br \/>The barrier moves with the subject and has two major effects.<br \/>First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made by spirits.<br \/>Second, the barrier prevents spirits from entering the area.<br \/>This protection ends if the warded creature makes an attack against or tries to force the barrier against a blocked spirit.<br \/>Spell resistance can allow a spirit to overcome this protection and enter the circle.<br \/>Focus: A gingko wand with paper prayer strips attached.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No (see text)","description":"This spell wards a creature from attacks by Shadowlands creatures and creatures with the Shadowlands Taint, from mental control, and from summoned or conjured creatures.\nIt creates a magical barrier around the subject at a distance of 1 foot.\nThe barrier moves with the subject and has three major effects:\nFirst, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves.\nBoth these bonuses apply against attacks made by creatures with the Shadowlands subtype and creatures with a Taint score.\nSecond, the barrier blocks any attempt to possess the warded creature (as by a magic jar attack) or to exercise mental control over the creature (as by a vampire's supernatural domination ability, which works similar to dominate person).\nThe protection does not prevent a vampire's domination itself, but it prevents the vampire from mentally commanding the protected creature.\nIf the protection from Taint effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature.\nLikewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.\nThis second effect works regardless of alignment.\nThird, the spell prevents bodily contact by summoned or conjured creatures (see the Monster Manual).\nThis causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.\nGood elementals and outsiders are immune to this effect.\nThe protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.\nSpell resistance can allow a creature to overcome this protection and touch the warded creature.","short_description":"This spell wards a creature from attacks by Shadowlands creatures and creatures with the Shadowlands ...","material_components":"0","name":"Protection from Taint","level":"Shugenja 1","full_text":"<div><p><h5>Protection from Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (see text)<br\/><\/td><\/tr><\/table><p>\t<p>This spell wards a creature from attacks by Shadowlands creatures and creatures with the Shadowlands Taint, from mental control, and from summoned or conjured creatures.<br \/>It creates a magical barrier around the subject at a distance of 1 foot.<br \/>The barrier moves with the subject and has three major effects:<br \/>First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves.<br \/>Both these bonuses apply against attacks made by creatures with the Shadowlands subtype and creatures with a Taint score.<br \/>Second, the barrier blocks any attempt to possess the warded creature (as by a magic jar attack) or to exercise mental control over the creature (as by a vampire&#39;s supernatural domination ability, which works similar to dominate person).<br \/>The protection does not prevent a vampire&#39;s domination itself, but it prevents the vampire from mentally commanding the protected creature.<br \/>If the protection from Taint effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature.<br \/>Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.<br \/>This second effect works regardless of alignment.<br \/>Third, the spell prevents bodily contact by summoned or conjured creatures (see the Monster Manual).<br \/>This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.<br \/>Good elementals and outsiders are immune to this effect.<br \/>The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.<br \/>Spell resistance can allow a creature to overcome this protection and touch the warded creature.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Invisible barrier whose area is up to one 5-ft. square\/level (S)","area":"","duration":"3 rounds\/level","saving_throw":"Will negates or Fortitude half (see text)","spell_resistance":"Yes","description":"This spell creates an invisible barrier that prevents reptiles, reptilian creatures, and dragons from crossing it.\nAffected creatures are aware of the barrier's presence and purpose, and reptiles that are not overtly hostile avoid the barrier and those protected by it.\nReptilian creatures with hostile intent may try to penetrate the barrier.\nAffected creatures with 4 or fewer Hit Dice must make a successful Will saving throw to cross at all.\nAny affected creature that crosses the barrier takes 1d4 points of damage per caster level (maximum 10d4), with a successful Fortitude saving throw reducing the damage by half.\nIntelligent reptilian creatures that encounter the barrier usually find it infuriating, and are much less likely to befriend and aid the caster.\nMaterial Component: A shed snakeskin.","short_description":"This spell creates an invisible barrier that prevents reptiles, reptilian creatures, and dragons from...","material_components":"0","name":"Snake Barrier","level":"Shaman 4","full_text":"<div><p><h5>Snake Barrier<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Invisible barrier whose area is up to one 5-ft. square\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or Fortitude half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an invisible barrier that prevents reptiles, reptilian creatures, and dragons from crossing it.<br \/>Affected creatures are aware of the barrier&#39;s presence and purpose, and reptiles that are not overtly hostile avoid the barrier and those protected by it.<br \/>Reptilian creatures with hostile intent may try to penetrate the barrier.<br \/>Affected creatures with 4 or fewer Hit Dice must make a successful Will saving throw to cross at all.<br \/>Any affected creature that crosses the barrier takes 1d4 points of damage per caster level (maximum 10d4), with a successful Fortitude saving throw reducing the damage by half.<br \/>Intelligent reptilian creatures that encounter the barrier usually find it infuriating, and are much less likely to befriend and aid the caster.<br \/>Material Component: A shed snakeskin.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, AF","casting_time":"30 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until discharged (D)","saving_throw":"","spell_resistance":"","description":"This spell creates a mystic connection between you and a specially prepared figure representing your deity or a spirit you revere.\nFor the duration of the spell, you take only half damage from all wounds and attacks (including those inflicted by special abilities) that deal you hit point damage.\nThe amount of damage not taken by you is taken by the figure instead.\nForms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected.\nIf you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the figure because it is not hit point damage.\nThe spell is discharged when the figure runs out of hit points (i.e. when they reach 0).\nWhen the spell ends, subsequent damage is no longer divided between you and the figure, but damage already split is not reassigned to you.\nMaterial Component:Offerings to a spirit you revere worth 10 gp.\nFocus: A figure of a spirit you revere, made of glass, wood, stone, or iron.\nThe statue's hit points and cost depend on the substance of which it is made.\nA glass figure has 10 hit points and costs 25 gp, a wood figure has 25 hit points and costs 250 gp, a stone figure has 50 hit points and costs 375 gp, and an iron figure has 100 hit points and costs 750 gp.\nYou may use this figure for multiple castings of this spell, but you cannot repair it or restore its lost hit points.","short_description":"This spell creates a mystic connection between you and a specially prepared figure representing your ...","material_components":"0","name":"Substitution","level":"Shaman 3","full_text":"<div><p><h5>Substitution<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>30 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a mystic connection between you and a specially prepared figure representing your deity or a spirit you revere.<br \/>For the duration of the spell, you take only half damage from all wounds and attacks (including those inflicted by special abilities) that deal you hit point damage.<br \/>The amount of damage not taken by you is taken by the figure instead.<br \/>Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected.<br \/>If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the figure because it is not hit point damage.<br \/>The spell is discharged when the figure runs out of hit points (i.e. when they reach 0).<br \/>When the spell ends, subsequent damage is no longer divided between you and the figure, but damage already split is not reassigned to you.<br \/>Material Component:Offerings to a spirit you revere worth 10 gp.<br \/>Focus: A figure of a spirit you revere, made of glass, wood, stone, or iron.<br \/>The statue&#39;s hit points and cost depend on the substance of which it is made.<br \/>A glass figure has 10 hit points and costs 25 gp, a wood figure has 25 hit points and costs 250 gp, a stone figure has 50 hit points and costs 375 gp, and an iron figure has 100 hit points and costs 750 gp.<br \/>You may use this figure for multiple castings of this spell, but you cannot repair it or restore its lost hit points.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/2 levels","saving_throw":"","spell_resistance":"","description":"This spell allows you to protect yourself against some condition--such as being immersed in boiling oil or being buried under an avalanche--that would ordinarily cause certain death.\nYou can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).\nYou must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.\nShould you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.\nHowever, the spell does not protect any items carried on your person.\nAt the end of the spell's duration, the condition has full normal effects on you if you are still subjected to it.\nMaterial Component: An ointment of peach syrup and cinnabar.","short_description":"This spell allows you to protect yourself against some condition--such as being immersed in boiling o...","material_components":"0","name":"Surelife","level":"Wu Jen 8","full_text":"<div><p><h5>Surelife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/2 levels<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to protect yourself against some condition&#8212;such as being immersed in boiling oil or being buried under an avalanche&#8212;that would ordinarily cause certain death.<br \/>You can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).<br \/>You must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.<br \/>Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition.<br \/>However, the spell does not protect any items carried on your person.<br \/>At the end of the spell&#39;s duration, the condition has full normal effects on you if you are still subjected to it.<br \/>Material Component: An ointment of peach syrup and cinnabar.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by untainted creatures, and infecting such creatures with the Shadowlands Taint when they strike the subjects.\nThis abjuration has four effects:\nFirst, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nUnlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.\nSecond, the warded creatures gain SR 25 against good spells and spells cast by creatures with neither a Taint score nor the Shadowlands subtype.\nThird, the abjuration blocks possession and mental influence, just as protection from good does.\nFinally, if an untainted creature succeeds at a melee attack against a warded creature, the offending attacker gains a Taint score of 1d3 (Fortitude save negates).\nFocus: A fragment of an oni's body, such as a claw, tooth, or bone.","short_description":"A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance ...","material_components":"0","name":"Tainted Aura","level":"","full_text":"<div><p><h5>Tainted Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by untainted creatures, and infecting such creatures with the Shadowlands Taint when they strike the subjects.<br \/>This abjuration has four effects:<br \/>First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves.<br \/>Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.<br \/>Second, the warded creatures gain SR 25 against good spells and spells cast by creatures with neither a Taint score nor the Shadowlands subtype.<br \/>Third, the abjuration blocks possession and mental influence, just as protection from good does.<br \/>Finally, if an untainted creature succeeds at a melee attack against a warded creature, the offending attacker gains a Taint score of 1d3 (Fortitude save negates).<br \/>Focus: A fragment of an oni&#39;s body, such as a claw, tooth, or bone.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","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 half","spell_resistance":"Yes","description":"When you cast this spell, you call out to an ancestral spirit, listing the crimes of your target and urging your ancestor to punish the miscreant.\n(The target's alignment is irrelevant to the success of the spell).\nThe ancestral spirit imposes this punishment in the form of a sharp blow to the target.\nThis attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.\nA successful Fortitude saving throw reduces the damage by half.","short_description":"When you cast this spell, you call out to an ancestral spirit, listing the crimes of your target and ...","material_components":"0","name":"Ancestral Vengeance","level":"Shaman 2","full_text":"<div><p><h5>Ancestral Vengeance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you call out to an ancestral spirit, listing the crimes of your target and urging your ancestor to punish the miscreant.<br \/>(The target&#39;s alignment is irrelevant to the success of the spell).<br \/>The ancestral spirit imposes this punishment in the form of a sharp blow to the target.<br \/>This attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.<br \/>A successful Fortitude saving throw reduces the damage by half.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"10 ft.","target":"","effect":"1 duplicate\/5 levels","area":"","duration":"1 round\/2 levels","saving_throw":"None","spell_resistance":"No","description":"This spell creates one or more duplicates of you.\nThese duplicates share all your ability scores, personality, class levels, skills, feats, and memories.\nThey carry the same arms, armor, and equipment as you do (but only have mundane versions of your magical gear), and they cannot cast spells.\nThe duplicates you create have one-quarter of your hit point total at the time of casting.\nThey are obedient to you and friendly toward one another and your companions.\nYou may order them to take any actions, even ones that you would normally not take (such as charging the dragon or jumping off a cliff ).\nThey can do anything you can, except cast spells or use spell-completion or spell-trigger items.\nThey take damage as normal, but if one is slain, it disappears and you instantly take 10 points of damage.\nAt the end of the spell duration, all the duplicates (and any equipment created with them) disappear without causing damage to you.\nThe duplicates are completely indistinguishable from you.\nMaterial Component: A few hairs from your head or beard.","short_description":"This spell creates one or more duplicates of you.","material_components":"0","name":"Body Outside Body","level":"Wu Jen 7","full_text":"<div><p><h5>Body Outside Body<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1 duplicate\/5 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates one or more duplicates of you.<br \/>These duplicates share all your ability scores, personality, class levels, skills, feats, and memories.<br \/>They carry the same arms, armor, and equipment as you do (but only have mundane versions of your magical gear), and they cannot cast spells.<br \/>The duplicates you create have one-quarter of your hit point total at the time of casting.<br \/>They are obedient to you and friendly toward one another and your companions.<br \/>You may order them to take any actions, even ones that you would normally not take (such as charging the dragon or jumping off a cliff ).<br \/>They can do anything you can, except cast spells or use spell-completion or spell-trigger items.<br \/>They take damage as normal, but if one is slain, it disappears and you instantly take 10 points of damage.<br \/>At the end of the spell duration, all the duplicates (and any equipment created with them) disappear without causing damage to you.<br \/>The duplicates are completely indistinguishable from you.<br \/>Material Component: A few hairs from your head or beard.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"Up to 24 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser spirit ally, except you may call a single spirit of up to 24 HD or a number of spirits of the same type whose HD total no more than 24.\nThe spirits agree to help you and request your return favor together.","short_description":"As lesser spirit ally, except you may call a single spirit of up to 24 HD or a number of spirits of t...","material_components":"0","name":"Spirit Ally, Greater","level":"Shaman 8","full_text":"<div><p><h5>Spirit Ally, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As lesser spirit ally, except you may call a single spirit of up to 24 HD or a number of spirits of the same type whose HD total no more than 24.<br \/>The spirits agree to help you and request your return favor together.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"","range":"","target":"Up to 24 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser spirit binding, except you may call a single spirit of up to 24 HD or a number of spirits of the same type whose HD total no more than 24.\nEach spirit gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.","short_description":"As lesser spirit binding, except you may call a single spirit of up to 24 HD or a number of spirits o...","material_components":"0","name":"Spirit Binding, Greater","level":"Wu Jen 8","full_text":"<div><p><h5>Spirit Binding, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>As lesser spirit binding, except you may call a single spirit of up to 24 HD or a number of spirits of the same type whose HD total no more than 24.<br \/>Each spirit gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (5-ft. radius, 40 ft. high)","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You create a rain of stones, causing damage to creatures and objects within the area.\nMake a ranged attack roll (not a touch attack roll) on every creature and relevant object in the area.\nA successful hit deals 1d3 points of damage per level (maximum 5d3).\nMaterial Component: A piece of jade worth at least 5 gp.","short_description":"You create a rain of stones, causing damage to creatures and objects within the area.","material_components":"0","name":"Hail of Stone","level":"Wu Jen 1","full_text":"<div><p><h5>Hail of Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a rain of stones, causing damage to creatures and objects within the area.<br \/>Make a ranged attack roll (not a touch attack roll) on every creature and relevant object in the area.<br \/>A successful hit deals 1d3 points of damage per level (maximum 5d3).<br \/>Material Component: A piece of jade worth at least 5 gp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"One icy missile","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"A magical shard of ice springs from your hand and speeds to its target.\nYou must succeed at a normal ranged attack to hit.\nFor every two caster levels, you gain a +2 bonus on the ranged attack roll.\nThe shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of Dexterity damage.\n(Creatures that are immune to cold damage take no Dexterity damage).\nA successful Fortitude save reduces the cold damage by half and negates the Dexterity damage.\nA miss creates a shower of ice crystals in a 10-foot-radius burst centered where the shard lands (see Grenadelike Weapon Attacks in the Player's Handbook).\nThe icy burst deals 1d8 points of splash damage.\nA creature within the burst area can make a Reflex save to take half damage.\nMaterial Component: A drop of water or piece of ice.","short_description":"A magical shard of ice springs from your hand and speeds to its target.","material_components":"0","name":"Ice Knife","level":"Wu Jen 2","full_text":"<div><p><h5>Ice Knife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One icy missile<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A magical shard of ice springs from your hand and speeds to its target.<br \/>You must succeed at a normal ranged attack to hit.<br \/>For every two caster levels, you gain a +2 bonus on the ranged attack roll.<br \/>The shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of Dexterity damage.<br \/>(Creatures that are immune to cold damage take no Dexterity damage).<br \/>A successful Fortitude save reduces the cold damage by half and negates the Dexterity damage.<br \/>A miss creates a shower of ice crystals in a 10-foot-radius burst centered where the shard lands (see Grenadelike Weapon Attacks in the Player&#39;s Handbook).<br \/>The icy burst deals 1d8 points of splash damage.<br \/>A creature within the burst area can make a Reflex save to take half damage.<br \/>Material Component: A drop of water or piece of ice.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One summoned spirit of up to 8 HD","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"By casting this spell, you request the services of a spirit (of up to 8 HD) that shares your philosophical alignment.\nIf you know an individual spirit's name, you may request that individual by speaking the name during the casting of\nthe spell (though you might get a different creature anyway).\nYou may ask the spirit to perform one task for you, and the spirit may request some service in return.\nThe more demanding your request, the greater return favor the spirit asks for.\nThis bargaining takes at least 1 round, so any actions by the spirit begin in the round after it arrives.\nIf you agree to the service, the spirit performs the task you requested, reports back to you afterward (if possible), and returns to its home.\nYou are honor bound to perform the return favor.\nA spirit may accept some form of payment, such as a magic item, in return for its service.\nThe spirit may keep it or may deliver the item to another shaman somewhere else, where it can help the spirit's cause.\nNote: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\nFor example, lesser spirit ally is a fire spell when it calls a fire elemental.","short_description":"By casting this spell, you request the services of a spirit (of up to 8 HD) that shares your philosop...","material_components":"0","name":"Spirit Ally, Lesser","level":"Shaman 4","full_text":"<div><p><h5>Spirit Ally, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you request the services of a spirit (of up to 8 HD) that shares your philosophical alignment.<br \/>If you know an individual spirit&#39;s name, you may request that individual by speaking the name during the casting of<br \/>the spell (though you might get a different creature anyway).<br \/>You may ask the spirit to perform one task for you, and the spirit may request some service in return.<br \/>The more demanding your request, the greater return favor the spirit asks for.<br \/>This bargaining takes at least 1 round, so any actions by the spirit begin in the round after it arrives.<br \/>If you agree to the service, the spirit performs the task you requested, reports back to you afterward (if possible), and returns to its home.<br \/>You are honor bound to perform the return favor.<br \/>A spirit may accept some form of payment, such as a magic item, in return for its service.<br \/>The spirit may keep it or may deliver the item to another shaman somewhere else, where it can help the spirit&#39;s cause.<br \/>Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<br \/>For example, lesser spirit ally is a fire spell when it calls a fire elemental.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels) (see text)","target":"One spirit of up to 8 HD","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Casting this spell attempts a dangerous act: to lure a spirit to a specifically prepared trap, which must lie within the spell's range.\nThe called spirit is held in the trap until it agrees to perform one service in return for its freedom.\nTo create the trap, you must use a magic circle spell, focused inward.\nThe type of spirit to be bound must be known and stated.\nIf it has a specific, proper, or given name, this must be used in casting the spell.\nThe target spirit must attempt a Will saving throw.\nIf the saving throw succeeds, the creature resists the spell.\nIf the saving throw fails, the spirit is immediately drawn to the trap (spell resistance does not keep the creature from being called).\nThe spirit can escape from the trap with a successful SR roll, dimensional travel, or a successful Charisma check (DC 15 + 1\/2 the caster's level + the caster's Charisma modifier).\nIt can try each method once per day.\nIf it breaks loose, it can flee or attack you.\nA dimensional anchor cast on the spirit prevents its escape via dimensional travel.\nYou can also employ a calling diagram (see Calling in the Player's Handbook) to make the trap more secure.\nIf the spirit does not break free of the trap, you can keep it bound for as long as you dare.\nYou can attempt to compel the spirit to perform a service by describing the service and perhaps offering some sort of reward.\nYou make a Charisma check opposed by the spirit's Charisma check.\nThe DM then assigns a bonus based on the service and reward, from +0 to +6.\nThis bonus applies to your Charisma check.\nIf the spirit wins the opposed check, it refuses service.\nYou can make new offers, bribes, and the like or offer again the old ones every 24 hours.\nYou can repeat this until the spirit promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell.\nImpossible demands or unreasonable commands are never agreed to.\nIf you roll a 1 on the Charisma check, the spirit breaks free of the binding and can escape or attack you.\nOnce the requested service is completed, the spirit need only so inform you to be instantly sent back whence it came.\nThe spirit might later seek revenge.\nIf you assign some open-ended task that the spirit cannot complete though its own actions (such as Wait here or Defend this area against attack), the spell remains in effect for a maximum of one day per caster level, and the spirit gains an immediate chance to break free.\nNote that a clever recipient can subvert some instructions.\nWhen you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\nFor example, lesser spirit binding is a water spell when you cast it to call a water elemental.","short_description":"Casting this spell attempts a dangerous act: to lure a spirit to a specifically prepared trap, which ...","material_components":"0","name":"Spirit Binding, Lesser","level":"Wu Jen 4","full_text":"<div><p><h5>Spirit Binding, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels) (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Casting this spell attempts a dangerous act: to lure a spirit to a specifically prepared trap, which must lie within the spell&#39;s range.<br \/>The called spirit is held in the trap until it agrees to perform one service in return for its freedom.<br \/>To create the trap, you must use a magic circle spell, focused inward.<br \/>The type of spirit to be bound must be known and stated.<br \/>If it has a specific, proper, or given name, this must be used in casting the spell.<br \/>The target spirit must attempt a Will saving throw.<br \/>If the saving throw succeeds, the creature resists the spell.<br \/>If the saving throw fails, the spirit is immediately drawn to the trap (spell resistance does not keep the creature from being called).<br \/>The spirit can escape from the trap with a successful SR roll, dimensional travel, or a successful Charisma check (DC 15 + 1\/2 the caster&#39;s level + the caster&#39;s Charisma modifier).<br \/>It can try each method once per day.<br \/>If it breaks loose, it can flee or attack you.<br \/>A dimensional anchor cast on the spirit prevents its escape via dimensional travel.<br \/>You can also employ a calling diagram (see Calling in the Player&#39;s Handbook) to make the trap more secure.<br \/>If the spirit does not break free of the trap, you can keep it bound for as long as you dare.<br \/>You can attempt to compel the spirit to perform a service by describing the service and perhaps offering some sort of reward.<br \/>You make a Charisma check opposed by the spirit&#39;s Charisma check.<br \/>The DM then assigns a bonus based on the service and reward, from +0 to +6.<br \/>This bonus applies to your Charisma check.<br \/>If the spirit wins the opposed check, it refuses service.<br \/>You can make new offers, bribes, and the like or offer again the old ones every 24 hours.<br \/>You can repeat this until the spirit promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell.<br \/>Impossible demands or unreasonable commands are never agreed to.<br \/>If you roll a 1 on the Charisma check, the spirit breaks free of the binding and can escape or attack you.<br \/>Once the requested service is completed, the spirit need only so inform you to be instantly sent back whence it came.<br \/>The spirit might later seek revenge.<br \/>If you assign some open-ended task that the spirit cannot complete though its own actions (such as &quot;Wait here&quot; or &quot;Defend this area against attack&quot;), the spell remains in effect for a maximum of one day per caster level, and the spirit gains an immediate chance to break free.<br \/>Note that a clever recipient can subvert some instructions.<br \/>When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<br \/>For example, lesser spirit binding is a water spell when you cast it to call a water elemental.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M, AF","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"You restore a semblance of life to a deceased creature.\nYou can reanimate creatures that have been dead up to one day per caster level.\nIn addition, the subject's soul must be free and willing to return (see Bringing Back the Dead in the Player's Handbook).\nIf the subject's soul is not willing to return, the spell does not work.\nThis spell cannot fully bind the soul back into the body, and the reanimated subject is in a state of half-life--neither dead nor fully alive.\nThe reanimated creature has 1 hit point and can take only a single move-equivalent action each round.\nIt cannot attack, use spells, or activate magic items.\nIt can speak (if it could while fully alive), but its speech is slow and slurred.\nThe creature's memory is cloudy and confused, and it has trouble remembering even the basic details of its past life and friends.\nIf left unwatched, the creature is prone to wander off randomly with no conception of where it is going or where it has been.\nIf wounded again, the creature can be healed, but cannot rise above 1 hit point.\nIt can gain temporary hit points, but cannot increase its hit point total through Constitution increase or any other means.\nThe creature can be killed again (and reanimated again), and it can be restored to full life through any spell that would restore a fully dead creature to life (such as raise dead).\nAs with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead.\nThe body does not decay while it is reanimated.\nA reanimated creature is not undead, and cannot be turned, harmed by positive energy or holy water, or healed by negative energy.\nA greater restoration spell fully restores the creature's memory but does not improve its physical state.\nArcane Material Component: A white shawl and incense.\nDivine Material Component: A strip of white cloth inscribed with prayers and a stick of incense.\nArcane Focus: A golden amulet shaped like a phoenix.","short_description":"You restore a semblance of life to a deceased creature.","material_components":"0","name":"Reanimation","level":"Shaman 4 \/ Wu Jen 7","full_text":"<div><p><h5>Reanimation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4 \/ Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You restore a semblance of life to a deceased creature.<br \/>You can reanimate creatures that have been dead up to one day per caster level.<br \/>In addition, the subject&#39;s soul must be free and willing to return (see Bringing Back the Dead in the Player&#39;s Handbook).<br \/>If the subject&#39;s soul is not willing to return, the spell does not work.<br \/>This spell cannot fully bind the soul back into the body, and the reanimated subject is in a state of half-life&#8212;neither dead nor fully alive.<br \/>The reanimated creature has 1 hit point and can take only a single move-equivalent action each round.<br \/>It cannot attack, use spells, or activate magic items.<br \/>It can speak (if it could while fully alive), but its speech is slow and slurred.<br \/>The creature&#39;s memory is cloudy and confused, and it has trouble remembering even the basic details of its past life and friends.<br \/>If left unwatched, the creature is prone to wander off randomly with no conception of where it is going or where it has been.<br \/>If wounded again, the creature can be healed, but cannot rise above 1 hit point.<br \/>It can gain temporary hit points, but cannot increase its hit point total through Constitution increase or any other means.<br \/>The creature can be killed again (and reanimated again), and it can be restored to full life through any spell that would restore a fully dead creature to life (such as raise dead).<br \/>As with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead.<br \/>The body does not decay while it is reanimated.<br \/>A reanimated creature is not undead, and cannot be turned, harmed by positive energy or holy water, or healed by negative energy.<br \/>A greater restoration spell fully restores the creature&#39;s memory but does not improve its physical state.<br \/>Arcane Material Component: A white shawl and incense.<br \/>Divine Material Component: A strip of white cloth inscribed with prayers and a stick of incense.<br \/>Arcane Focus: A golden amulet shaped like a phoenix.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1d4+1 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"With a thunderous rebuke, you stun one creature of your choice within range.\nIf the target creature fails a Will saving throw, it is stunned for 1d4+1 rounds.\nA stunned creature can't act and loses any Dexterity bonus to AC.\nAttackers gain a +2 bonus to attack it.","short_description":"With a thunderous rebuke, you stun one creature of your choice within range.","material_components":"0","name":"Rebuke","level":"Shaman 2","full_text":"<div><p><h5>Rebuke<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4+1 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a thunderous rebuke, you stun one creature of your choice within range.<br \/>If the target creature fails a Will saving throw, it is stunned for 1d4+1 rounds.<br \/>A stunned creature can&#39;t act and loses any Dexterity bonus to AC.<br \/>Attackers gain a +2 bonus to attack it.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"2d6 invisible, mindless, shapeless servants, +1 servant\/level (maximum +15)","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"This spell creates a number of invisible, mindless, shapeless forces that perform simple tasks at your command.\nThey can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend.\nThey can also be used for common laboring tasks, provided that you carefully direct them.\nThey could serve at a banquet, help dig earthworks, row a ship, act as porters, or assist in a farmer's fields.\nEach servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command one servant to clean the floor and then turn your attention elsewhere as long as you remain within range.\nServants can open only normal doors, drawers, lids, and so forth.\nThey have an effective Strength score of 2 (so they can lift 20 pounds or drag 100 pounds).\nThey can trigger traps and such, but they can exert only 20 pounds of force, and that is not enough to activate certain pressure plates and other devices.\nTheir speed is 15 feet.\nThe servants cannot attack in any way; they are never allowed an attack roll.\nThey cannot be killed, but they dissipate if they take 6 points of damage from area attacks.\n(They get no saves against attacks).\nIf you attempt to send a servant beyond the spell's range (measured from your current position), that servant ceases to exist.\nMaterial Component: A small stick crossbar to which many lengths of knotted thread are attached.","short_description":"This spell creates a number of invisible, mindless, shapeless forces that perform simple tasks at you...","material_components":"0","name":"Servant Horde","level":"Wu Jen 5","full_text":"<div><p><h5>Servant Horde<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>2d6 invisible, mindless, shapeless servants, +1 servant\/level (maximum +15)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a number of invisible, mindless, shapeless forces that perform simple tasks at your command.<br \/>They can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend.<br \/>They can also be used for common laboring tasks, provided that you carefully direct them.<br \/>They could serve at a banquet, help dig earthworks, row a ship, act as porters, or assist in a farmer&#39;s fields.<br \/>Each servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command one servant to clean the floor and then turn your attention elsewhere as long as you remain within range.<br \/>Servants can open only normal doors, drawers, lids, and so forth.<br \/>They have an effective Strength score of 2 (so they can lift 20 pounds or drag 100 pounds).<br \/>They can trigger traps and such, but they can exert only 20 pounds of force, and that is not enough to activate certain pressure plates and other devices.<br \/>Their speed is 15 feet.<br \/>The servants cannot attack in any way; they are never allowed an attack roll.<br \/>They cannot be killed, but they dissipate if they take 6 points of damage from area attacks.<br \/>(They get no saves against attacks).<br \/>If you attempt to send a servant beyond the spell&#39;s range (measured from your current position), that servant ceases to exist.<br \/>Material Component: A small stick crossbar to which many lengths of knotted thread are attached.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"Up to 16 HD worth of summoned spirits, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser spirit ally, except you may call a single spirit of up to 16 HD or a number of spirits of the same type whose HD total no more than 16.\nThe spirits, as a group, agree to perform one task for you and request one favor in return.","short_description":"As lesser spirit ally, except you may call a single spirit of up to 16 HD or a number of spirits of t...","material_components":"0","name":"Spirit Ally","level":"Shaman 6","full_text":"<div><p><h5>Spirit Ally<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As lesser spirit ally, except you may call a single spirit of up to 16 HD or a number of spirits of the same type whose HD total no more than 16.<br \/>The spirits, as a group, agree to perform one task for you and request one favor in return.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"","range":"","target":"Up to 16 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser spirit binding, except you may call a single spirit of up to 16 HD or a number of spirits of the same type whose HD total no more than 16.\nEach spirit gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.","short_description":"As lesser spirit binding, except you may call a single spirit of up to 16 HD or a number of spirits o...","material_components":"0","name":"Spirit Binding","level":"Wu Jen 6","full_text":"<div><p><h5>Spirit Binding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>As lesser spirit binding, except you may call a single spirit of up to 16 HD or a number of spirits of the same type whose HD total no more than 16.<br \/>Each spirit gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wall of bones whose area is up to one 10-ft. square\/level (S)","area":"","duration":"10 minutes","saving_throw":"None","spell_resistance":"No","description":"This spell causes a wall of bones to erupt from the earth in whatever shape you desire, as long as it is solidly based on the ground.\nYou cannot conjure the wall so that it occupies the same space as a creature or another object.\nThe wall is not solid, having many small openings and gaps.\nCreatures behind the wall have three-quarters cover against attacks from the other side of the wall.\nCreatures of Small size or smaller can slip and wriggle through the wall at a rate of 10 feet per round.\nMedium-size creatures can move through it with the Escape Artist skill--a successful check (DC 20) allows the creature to move 10 feet.\nA creature of any size that moves through the wall in this fashion takes 1d8 points of damage for every 10 feet traveled because of the sharp spikes and edges within the wall.\nThe wall is 6 inches thick per caster level.\nEach 5-foot square has 10 hit points per 6 inches of thickness.\nThe wall takes only half damage from slashing and piercing weapons.\nIf a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 +2 per caster level.\nThe wall is composed of bones of many different types of creatures, fused in bizarre angles.\nIt cannot be animated by an animate dead spell, nor communicated with via speak with dead.\nMaterial Component: A withered peach branch taken from a cemetery.","short_description":"This spell causes a wall of bones to erupt from the earth in whatever shape you desire, as long as it...","material_components":"0","name":"Wall of Bones","level":"Wu Jen 4","full_text":"<div><p><h5>Wall of Bones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall of bones whose area is up to one 10-ft. square\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a wall of bones to erupt from the earth in whatever shape you desire, as long as it is solidly based on the ground.<br \/>You cannot conjure the wall so that it occupies the same space as a creature or another object.<br \/>The wall is not solid, having many small openings and gaps.<br \/>Creatures behind the wall have three-quarters cover against attacks from the other side of the wall.<br \/>Creatures of Small size or smaller can slip and wriggle through the wall at a rate of 10 feet per round.<br \/>Medium-size creatures can move through it with the Escape Artist skill&#8212;a successful check (DC 20) allows the creature to move 10 feet.<br \/>A creature of any size that moves through the wall in this fashion takes 1d8 points of damage for every 10 feet traveled because of the sharp spikes and edges within the wall.<br \/>The wall is 6 inches thick per caster level.<br \/>Each 5-foot square has 10 hit points per 6 inches of thickness.<br \/>The wall takes only half damage from slashing and piercing weapons.<br \/>If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 +2 per caster level.<br \/>The wall is composed of bones of many different types of creatures, fused in bizarre angles.<br \/>It cannot be animated by an animate dead spell, nor communicated with via speak with dead.<br \/>Material Component: A withered peach branch taken from a cemetery.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M, XP","casting_time":"","range":"","target":"One spirit","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As commune with lesser spirit, but this spell can contact any spirit creature, whatever its Hit Dice.\nYou can ask one question per level, but you must ask questions that can be answered by a simple yes or no.\nThe answers given are correct within the limits of the spirit's knowledge.\nUnclear is a legitimate answer, because even the greatest spirits are not necessarily omniscient.\nIn cases where a one-word answer would be misleading or contrary to the spirit's interests, the DM should give a short phrase (five words or less) as an answer instead.\nMaterial Component: Incense and a small offering worth 25 gp.\nXP Cost: 100 XP.","short_description":"As commune with lesser spirit, but this spell can contact any spirit creature, whatever its Hit Dice....","material_components":"0","name":"Commune With Greater Spirit","level":"Shaman 5 \/ Shugenja 5 \/ Wu Jen 7","full_text":"<div><p><h5>Commune With Greater Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 5 \/ Shugenja 5 \/ Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><\/table><p>\t<p>As commune with lesser spirit, but this spell can contact any spirit creature, whatever its Hit Dice.<br \/>You can ask one question per level, but you must ask questions that can be answered by a simple yes or no.<br \/>The answers given are correct within the limits of the spirit&#39;s knowledge.<br \/>&quot;Unclear&quot; is a legitimate answer, because even the greatest spirits are not necessarily omniscient.<br \/>In cases where a one-word answer would be misleading or contrary to the spirit&#39;s interests, the DM should give a short phrase (five words or less) as an answer instead.<br \/>Material Component: Incense and a small offering worth 25 gp.<br \/>XP Cost: 100 XP.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"10 ft.","target":"One lesser spirit","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (see text)","spell_resistance":"No","description":"You contact a local spirit--any spirit creature with 4 or fewer HD.\nYou must know the identity of the spirit (which you can learn through the trance spell), and you must be within 10 feet of the spirit's location.\nYou may ask up to one question per 2 caster levels.\nUnasked questions are wasted if the duration expires.\nThe spirit's knowledge is limited to matters within its immediate area, so the spirit of a great tree in the village could not answer questions about events outside the village.\nSpirits usually answer questions literally and do not volunteer any information.\nIf the spirit's alignment is different from yours, the spirit gets a Will save to resist the spell.\nIf the spirit has been subject to commune with lesser spirit within the past week, the new spell fails.\nGood spirits generally try to be helpful in answering questions, while evil spirits always try to distort the information they give (though they generally give literally truthful answers).\nMaterial Component: Incense and a small offering worth 10 gp.","short_description":"You contact a local spirit--any spirit creature with 4 or fewer HD.","material_components":"0","name":"Commune With Lesser Spirit","level":"Shaman 2 \/ Shugenja 2 \/ Wu Jen 3","full_text":"<div><p><h5>Commune With Lesser Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2 \/ Shugenja 2 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You contact a local spirit&#8212;any spirit creature with 4 or fewer HD.<br \/>You must know the identity of the spirit (which you can learn through the trance spell), and you must be within 10 feet of the spirit&#39;s location.<br \/>You may ask up to one question per 2 caster levels.<br \/>Unasked questions are wasted if the duration expires.<br \/>The spirit&#39;s knowledge is limited to matters within its immediate area, so the spirit of a great tree in the village could not answer questions about events outside the village.<br \/>Spirits usually answer questions literally and do not volunteer any information.<br \/>If the spirit&#39;s alignment is different from yours, the spirit gets a Will save to resist the spell.<br \/>If the spirit has been subject to commune with lesser spirit within the past week, the new spell fails.<br \/>Good spirits generally try to be helpful in answering questions, while evil spirits always try to distort the information they give (though they generally give literally truthful answers).<br \/>Material Component: Incense and a small offering worth 10 gp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature, one object, or a 5-ft. cube","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You determine whether a creature, object, or area has been cursed or carries a curse.\nYou can determine the general nature of the curse with a successful Spellcraft check (DC 20).\nIn scanning a cursed scroll, you could learn that the curse causes misfortune to the reader, but you could not tell the specific effects.\nIf you succeed at the Spellcraft check, you receive a +4 bonus to your effective level when casting remove curse on the item or person analyzed with this spell.\nNote: 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.\nMaterial Component: A small gem worth at least 10 gp.","short_description":"You determine whether a creature, object, or area has been cursed or carries a curse.","material_components":"0","name":"Detect Curse","level":"Shaman 3","full_text":"<div><p><h5>Detect Curse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You determine whether a creature, object, or area has been cursed or carries a curse.<br \/>You can determine the general nature of the curse with a successful Spellcraft check (DC 20).<br \/>In scanning a cursed scroll, you could learn that the curse causes misfortune to the reader, but you could not tell the specific effects.<br \/>If you succeed at the Spellcraft check, you receive a +4 bonus to your effective level when casting remove curse on the item or person analyzed with this spell.<br \/>Note: 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.<br \/>Material Component: A small gem worth at least 10 gp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature, one object, or a 5-ft. cube","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You determine whether a creature, object, or area is infected with disease or carries disease.\nYou can determine the exact type of disease with a successful Wisdom check (DC 20).\nA character with the Heal skill may try a Heal check (DC 20) if the Wisdom check fails, or may try the Heal check prior to the Wisdom check.\nNote: 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.","short_description":"You determine whether a creature, object, or area is infected with disease or carries disease.","material_components":"0","name":"Detect Disease","level":"Shaman 0","full_text":"<div><p><h5>Detect Disease<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You determine whether a creature, object, or area is infected with disease or carries disease.<br \/>You can determine the exact type of disease with a successful Wisdom check (DC 20).<br \/>A character with the Heal skill may try a Heal check (DC 20) if the Wisdom check fails, or may try the Heal check prior to the Wisdom check.<br \/>Note: 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: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"60 ft.","target":"","effect":"","area":"Quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of the Shadowlands Taint.\nThe amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of the Taint within the area.\n2nd Round:Number of Tainted creatures in the area and the strength of the strongest Tainted aura present.\nIf you are free of Taint, the strongest Tainted aura is overwhelming (see below), and the strength of the Tainted aura is at least twice your character level, you are stunned for 1 round and the spell-like ability ends.\nWhile stunned, you can't act, you lose any Dexterity bonus to AC, and attackers gain a +2 bonus on attacks against you.\n3rd Round: The strength and location of each Tainted aura.\nIf a Tainted aura is outside your line of sight, you discern its direction but not its exact location.\nAura Strength: The strength of a Tainted aura depends on the Taint score of the creature you are detecting.\n(A Shadowlands creature has a Taint score equal to half its Charisma score, +1 for undead and +2 for outsiders, such as Shadowlands oni).\nIf an aura falls into more than one strength category, you learn the stronger of the two.\nLength Aura Lingers: How long the aura lingers depends on its original strength:\nEach round, you can turn to detect things in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.","short_description":"You can sense the presence of the Shadowlands Taint.","material_components":"0","name":"Detect Taint","level":"Shugenja 1","full_text":"<div><p><h5>Detect Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the presence of the Shadowlands Taint.<br \/>The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of the Taint within the area.<br \/>2nd Round:Number of Tainted creatures in the area and the strength of the strongest Tainted aura present.<br \/>If you are free of Taint, the strongest Tainted aura is &quot;overwhelming&quot; (see below), and the strength of the Tainted aura is at least twice your character level, you are stunned for 1 round and the spell-like ability ends.<br \/>While stunned, you can&#39;t act, you lose any Dexterity bonus to AC, and attackers gain a +2 bonus on attacks against you.<br \/>3rd Round: The strength and location of each Tainted aura.<br \/>If a Tainted aura is outside your line of sight, you discern its direction but not its exact location.<br \/>Aura Strength: The strength of a Tainted aura depends on the Taint score of the creature you are detecting.<br \/>(A Shadowlands creature has a Taint score equal to half its Charisma score, +1 for undead and +2 for outsiders, such as Shadowlands oni).<br \/>If an aura falls into more than one strength category, you learn the stronger of the two.<br \/>Length Aura Lingers: How long the aura lingers depends on its original strength:<br \/>Each round, you can turn to detect things in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"With a standard action spent in concentration, you can see the true form of polymorphed, disguised, or transmuted creatures within 60 feet.\nEach round, you can examine one creature you can see and determine whether it is polymorphed, disguised, or transmuted, and what its true form is.\nIf you look at a shapechanger in its true form, you know that it is a shapechanger, but cannot determine what other forms it might be capable of assuming.\nFor purposes of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form.\nA wu jen who knows polymorph self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a spirit centipede is (since it has the exceptional ability to assume alternate forms, though its type is outsider).\nMaterial Component: A balm of honey and lotus flower, smeared on your eyelids.","short_description":"With a standard action spent in concentration, you can see the true form of polymorphed, disguised, o...","material_components":"0","name":"Discern Shapechanger","level":"Shaman 4 \/ Sohei 4 \/ Wu Jen 3","full_text":"<div><p><h5>Discern Shapechanger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4 \/ Sohei 4 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>With a standard action spent in concentration, you can see the true form of polymorphed, disguised, or transmuted creatures within 60 feet.<br \/>Each round, you can examine one creature you can see and determine whether it is polymorphed, disguised, or transmuted, and what its true form is.<br \/>If you look at a shapechanger in its true form, you know that it is a shapechanger, but cannot determine what other forms it might be capable of assuming.<br \/>For purposes of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form.<br \/>A wu jen who knows polymorph self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a spirit centipede is (since it has the exceptional ability to assume alternate forms, though its type is outsider).<br \/>Material Component: A balm of honey and lotus flower, smeared on your eyelids.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"S, M","casting_time":"1 round","range":"See text","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations.\nYour spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location.\nThe spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.\nA shaman can use commune with lesser spirit or commune with greater spirit (if you are over 4th level) to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell.\nYour spirit can do nothing but move and observe--it cannot speak, attack, cast spells, or perform any other action.\nAt the end of the spell, your spirit instantaneously returns to your body and you wake up.\nIf your body is disturbed while your spirit is wandering, the spell ends immediately.\nMaterial Component: A stick of incense worth at least 5 gp.","short_description":"You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to dist...","material_components":"0","name":"Dream Sight","level":"Shaman 4","full_text":"<div><p><h5>Dream Sight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations.<br \/>Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location.<br \/>The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.<br \/>A shaman can use commune with lesser spirit or commune with greater spirit (if you are over 4th level) to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell.<br \/>Your spirit can do nothing but move and observe&#8212;it cannot speak, attack, cast spells, or perform any other action.<br \/>At the end of the spell, your spirit instantaneously returns to your body and you wake up.<br \/>If your body is disturbed while your spirit is wandering, the spell ends immediately.<br \/>Material Component: A stick of incense worth at least 5 gp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"60 ft.","target":"","effect":"","area":"Quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 1 minute\/level (D)","saving_throw":"Will negates (see text)","spell_resistance":"No","description":"You can sense the basic needs, drives, and emotions of creatures within the spell area.\nEach round, you can focus your attention on one creature within the area and learn what is currently motivating its actions--for example, hunger, thirst, fear, fatigue, pain, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and so on.\nFocus: A prayer written on a strip of cloth and tied around your forehead.","short_description":"You can sense the basic needs, drives, and emotions of creatures within the spell area.","material_components":"0","name":"Know Motivation","level":"Shaman 2","full_text":"<div><p><h5>Know Motivation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the basic needs, drives, and emotions of creatures within the spell area.<br \/>Each round, you can focus your attention on one creature within the area and learn what is currently motivating its actions&#8212;for example, hunger, thirst, fear, fatigue, pain, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and so on.<br \/>Focus: A prayer written on a strip of cloth and tied around your forehead.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You extend your senses to become one with all beings and objects within a 30-foot-radius sphere centered on you.\nYou see and feel everything sensed by every person, creature, and object in that area.\nThe onrush of sensory information gives you a +20 bonus on your Search, Spot, and Listen checks for the duration of the spell.\nIn addition, you are never considered flat-footed while the spell duration lasts, and you cannot be flanked unless every other creature within 30 feet of you is also flanked.","short_description":"You extend your senses to become one with all beings and objects within a 30-foot-radius sphere cente...","material_components":"0","name":"That Art Thou","level":"","full_text":"<div><p><h5>That Art Thou<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You extend your senses to become one with all beings and objects within a 30-foot-radius sphere centered on you.<br \/>You see and feel everything sensed by every person, creature, and object in that area.<br \/>The onrush of sensory information gives you a +20 bonus on your Search, Spot, and Listen checks for the duration of the spell.<br \/>In addition, you are never considered flat-footed while the spell duration lasts, and you cannot be flanked unless every other creature within 30 feet of you is also flanked.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 round","range":"120 ft.","target":"","effect":"","area":"120 ft. spread, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You place yourself in a deep trance, during which you cannot move, speak, or take any action.\nIn the trance, you are highly attuned to the powers and forces in the immediate area.\nYou can sense certain magical creatures and effects within the spell's area.\nEach round you remain in the trance, you feel the presence of any one lesser spirit, greater spirit, curse, permanent magical effect, or haunting within the spell's area.\nYou can determine the general type of thing contacted (such as natural spirit, evil haunting), but cannot communicate with it in any way or gain any other information about it.\nUsing this spell does give you enough information to subsequently cast commune with lesser spirit or a similar spell to communicate with the spirit you desire to contact.","short_description":"You place yourself in a deep trance, during which you cannot move, speak, or take any action.","material_components":"0","name":"Trance","level":"Shaman 1","full_text":"<div><p><h5>Trance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>120 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You place yourself in a deep trance, during which you cannot move, speak, or take any action.<br \/>In the trance, you are highly attuned to the powers and forces in the immediate area.<br \/>You can sense certain magical creatures and effects within the spell&#39;s area.<br \/>Each round you remain in the trance, you feel the presence of any one lesser spirit, greater spirit, curse, permanent magical effect, or haunting within the spell&#39;s area.<br \/>You can determine the general type of thing contacted (such as natural spirit, evil haunting), but cannot communicate with it in any way or gain any other information about it.<br \/>Using this spell does give you enough information to subsequently cast commune with lesser spirit or a similar spell to communicate with the spirit you desire to contact.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell heightens the subject's senses and awareness of danger.\nThe subject gains a +4 insight bonus on Listen and Spot checks and retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.\n(He still loses his Dexterity bonus to AC if immobilized).","short_description":"This spell heightens the subject's senses and awareness of danger.","material_components":"0","name":"Warning","level":"Shaman 2 \/ Sohei 2","full_text":"<div><p><h5>Warning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2 \/ Sohei 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell heightens the subject&#39;s senses and awareness of danger.<br \/>The subject gains a +4 insight bonus on Listen and Spot checks and retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.<br \/>(He still loses his Dexterity bonus to AC if immobilized).<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 hour\/level or until completed","saving_throw":"Will negates","spell_resistance":"Yes","description":"You influence the actions of the targeted creature by offering profound and thoughtful advice grounded in your wisdom and experience.\nYou must word your advice in such a manner as to make it sound reasonable, even if it is not, but you are not limited to a few sentences.\nIf the target creature fails its saving throw, it does its best to follow your advice, carrying out the suggested course of action to the best of its ability.\nIf the action would place the creature in great peril or cause its death, the victim can attempt a second saving throw--\nthis time with a +4 circumstance bonus--just before taking the final plunge to its doom.","short_description":"You influence the actions of the targeted creature by offering profound and thoughtful advice grounde...","material_components":"0","name":"Advice","level":"Shaman 5","full_text":"<div><p><h5>Advice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until completed<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You influence the actions of the targeted creature by offering profound and thoughtful advice grounded in your wisdom and experience.<br \/>You must word your advice in such a manner as to make it sound reasonable, even if it is not, but you are not limited to a few sentences.<br \/>If the target creature fails its saving throw, it does its best to follow your advice, carrying out the suggested course of action to the best of its ability.<br \/>If the action would place the creature in great peril or cause its death, the victim can attempt a second saving throw&#8212;<br \/>this time with a +4 circumstance bonus&#8212;just before taking the final plunge to its doom.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"You force the subject of the spell to change alignment, specifying the creature's new alignment.\nCreatures whose alignments are listed as always a specific alignment, and characters who would lose class abilities if\nthey changed to the alignment you specify, gain a +4 bonus on their saving throws against the spell.\nOutsiders with an alignment-based type modifier (Chaotic, Evil, Good, or Lawful) are immune to the effects of this spell.\nAlteration in alignment is mental as well as moral, and the individual changed by the spell thoroughly enjoys his new outlook.\nIf the subject's comrades have an alignment outlook that differs significantly from his, he may abandon them or even take actions against them.\nThis is up to the discretion of the DM; the spell has no effect on determining this, as it is more a matter of conscience.\nAnother compel spell, a wish, or a miracle is required to reverse the effects of the spell; the subject makes no attempt to return to the former alignment.\nIn fact, he views the prospect with horror and avoids it in any way possible.\nThus, if a spellcaster were to cast compel upon him again, causing him to revert to his former alignment or following a new one, he would again receive a saving throw as outlined above.","short_description":"You force the subject of the spell to change alignment, specifying the creature's new alignment.","material_components":"0","name":"Compel","level":"Shaman 8","full_text":"<div><p><h5>Compel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You force the subject of the spell to change alignment, specifying the creature&#39;s new alignment.<br \/>Creatures whose alignments are listed as &quot;always&quot; a specific alignment, and characters who would lose class abilities if<br \/>they changed to the alignment you specify, gain a +4 bonus on their saving throws against the spell.<br \/>Outsiders with an alignment-based type modifier (Chaotic, Evil, Good, or Lawful) are immune to the effects of this spell.<br \/>Alteration in alignment is mental as well as moral, and the individual changed by the spell thoroughly enjoys his new outlook.<br \/>If the subject&#39;s comrades have an alignment outlook that differs significantly from his, he may abandon them or even take actions against them.<br \/>This is up to the discretion of the DM; the spell has no effect on determining this, as it is more a matter of conscience.<br \/>Another compel spell, a wish, or a miracle is required to reverse the effects of the spell; the subject makes no attempt to return to the former alignment.<br \/>In fact, he views the prospect with horror and avoids it in any way possible.<br \/>Thus, if a spellcaster were to cast compel upon him again, causing him to revert to his former alignment or following a new one, he would again receive a saving throw as outlined above.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You imbue the recipient with magical energy that fortifies her will, granting her a +8 resistance bonus on all Will saves.\nFocus: The tail of a white fox.","short_description":"You imbue the recipient with magical energy that fortifies her will, granting her a +8 resistance bon...","material_components":"0","name":"Mental Strength","level":"Shaman 3 \/ Sohei 3","full_text":"<div><p><h5>Mental Strength<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3 \/ Sohei 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue the recipient with magical energy that fortifies her will, granting her a +8 resistance bonus on all Will saves.<br \/>Focus: The tail of a white fox.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell weakens the subject's mental resistance, giving him a -4 penalty on all Will saves.\nFocus: The tail of a red fox.","short_description":"This spell weakens the subject's mental resistance, giving him a -4 penalty on all Will saves.","material_components":"0","name":"Mental Weakness","level":"Shaman 3","full_text":"<div><p><h5>Mental Weakness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell weakens the subject&#39;s mental resistance, giving him a -4 penalty on all Will saves.<br \/>Focus: The tail of a red fox.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One intelligent creature","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell allows you to communicate a simple message to one other intelligent creature within range, using nonverbal means.\nYou can wave a hand, place a scroll on a table, raise an eyebrow, or make any other sign, and the spell allows the target to understand your message.\nYou can communicate a complete thought of twenty-five words or less by means of this spell, and the target understands your message despite any barrier of language.\nYou can use this spell even if you are bound and gagged, so long as the focus item is on your person.\nFocus: A small glass cone.","short_description":"This spell allows you to communicate a simple message to one other intelligent creature within range,...","material_components":"0","name":"Secret Signs","level":"Wu Jen 1","full_text":"<div><p><h5>Secret Signs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to communicate a simple message to one other intelligent creature within range, using nonverbal means.<br \/>You can wave a hand, place a scroll on a table, raise an eyebrow, or make any other sign, and the spell allows the target to understand your message.<br \/>You can communicate a complete thought of twenty-five words or less by means of this spell, and the target understands your message despite any barrier of language.<br \/>You can use this spell even if you are bound and gagged, so long as the focus item is on your person.<br \/>Focus: A small glass cone.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft. burst","duration":"See text","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes humanoids of Medium-size or smaller within the area to freeze in place, standing helpless as if affected by the hold person spell.\nWhen casting the spell, you must specify some condition that must be met to release the victims--Wait here until I return, or Stay here for all eternity! for example.\nYou may specify any condition, however implausible, but the spell ends as soon as that condition is met.\nFor every hour the creatures are transfixed, they can attempt another saving throw.\nThe spell affects an area, not (directly) the creatures in it, so creatures that are removed from the area are freed from the spell's effects, and humanoids of Medium-size or smaller that enter the area must make a successful saving throw or become transfixed.\nIf all affected creatures are freed from the spell, the spell ends and additional creatures entering the area are not affected.\nMaterial Component: A drop of pine resin.","short_description":"This spell causes humanoids of Medium-size or smaller within the area to freeze in place, standing he...","material_components":"0","name":"Transfix","level":"Wu Jen 6","full_text":"<div><p><h5>Transfix<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes humanoids of Medium-size or smaller within the area to freeze in place, standing helpless as if affected by the hold person spell.<br \/>When casting the spell, you must specify some condition that must be met to release the victims&#8212;&quot;Wait here until I return&quot;, or &quot;Stay here for all eternity!&quot; for example.<br \/>You may specify any condition, however implausible, but the spell ends as soon as that condition is met.<br \/>For every hour the creatures are transfixed, they can attempt another saving throw.<br \/>The spell affects an area, not (directly) the creatures in it, so creatures that are removed from the area are freed from the spell&#39;s effects, and humanoids of Medium-size or smaller that enter the area must make a successful saving throw or become transfixed.<br \/>If all affected creatures are freed from the spell, the spell ends and additional creatures entering the area are not affected.<br \/>Material Component: A drop of pine resin.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"","effect":"Bolike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 6-foot-long staff formed of water, which you can use with proficiency, springs forth from your hands.\nYou wield this staff as if it were a quarterstaff.\nAttacks with the bo of water are regular melee attacks.\nThe bo deals 1d8 points of damage +1 point per two caster levels (maximum +10).\nThe bo is considered a +1 weapon for purposes of overcoming damage reduction.","short_description":"A 6-foot-long staff formed of water, which you can use with proficiency, springs forth from your hand...","material_components":"0","name":"Bo of Water","level":"Shugenja 2","full_text":"<div><p><h5>Bo of Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Bolike beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 6-foot-long staff formed of water, which you can use with proficiency, springs forth from your hands.<br \/>You wield this staff as if it were a quarterstaff.<br \/>Attacks with the bo of water are regular melee attacks.<br \/>The bo deals 1d8 points of damage +1 point per two caster levels (maximum +10).<br \/>The bo is considered a +1 weapon for purposes of overcoming damage reduction.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"20 ft.","target":"","effect":"","area":"Creatures in a 20-ft. spread centered on you","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"By means of this spell, you deliver a blasting rebuke upon your foes.\nCreatures within the area are affected based on their alignment in relation to yours.\nCreatures whose alignment differs from yours in one component (lawful-neutral-chaotic or good-neutral-evil) take 2d6 points of damage.\nThose whose alignment differs from yours in both components (both lawful-neutral-chaotic and good-neutral-evil) take 5d6 points of damage.\nThus, if you are lawful good, you deal 2d6 points of damage to those of lawful neutral, lawful evil, neutral good, or chaotic good alignment, and 5d6 points of damage to those of neutral, chaotic neutral, neutral evil, and chaotic evil alignment.\nA successful Fortitude save reduces damage in either case by half.\nCreatures of any alignment different from the caster's who fail their saving throws are deafened for 1d4 rounds.\nA deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.","short_description":"By means of this spell, you deliver a blasting rebuke upon your foes.","material_components":"0","name":"Castigate","level":"Shaman 3 \/ Sohei 3","full_text":"<div><p><h5>Castigate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3 \/ Sohei 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell, you deliver a blasting rebuke upon your foes.<br \/>Creatures within the area are affected based on their alignment in relation to yours.<br \/>Creatures whose alignment differs from yours in one component (lawful-neutral-chaotic or good-neutral-evil) take 2d6 points of damage.<br \/>Those whose alignment differs from yours in both components (both lawful-neutral-chaotic and good-neutral-evil) take 5d6 points of damage.<br \/>Thus, if you are lawful good, you deal 2d6 points of damage to those of lawful neutral, lawful evil, neutral good, or chaotic good alignment, and 5d6 points of damage to those of neutral, chaotic neutral, neutral evil, and chaotic evil alignment.<br \/>A successful Fortitude save reduces damage in either case by half.<br \/>Creatures of any alignment different from the caster&#39;s who fail their saving throws are deafened for 1d4 rounds.<br \/>A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"20 ft.","target":"","effect":"","area":"All creatures within a 20-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Fire bursts in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures.","short_description":"Fire bursts in all directions from the point of origin, dealing 1d8 points of damage +1 point per cas...","material_components":"0","name":"Circle of Flame","level":"Shugenja 5","full_text":"<div><p><h5>Circle of Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Fire bursts in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You call up raw Tainted power to smite your enemies.\nThe Taint takes the form of a cold, cloying cloud of greasy darkness.\nNezumi, Shinomen nagas, and creatures with the Shadowlands subtype are not harmed by the spell, and creatures with a Taint score are not fully affected.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to untainted creatures and sickens them for 1d4 rounds.\nA sickened creature suffers a -2 penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability checks.\nA successful Fortitude save reduces damage to half and negates the sickening effect.\nSickened creatures must make an additional successful Fortitude save or gain a Taint score of 1d3.\nThe spell deals only half damage to creatures with Taint scores, and they are not sickened.\nThey can reduce the damage in half again (down to one-quarter of the roll) with a successful Fortitude save.\nSuch Tainted creatures automatically increase their Taint score by 1, regardless of their saving throw results.","short_description":"You call up raw Tainted power to smite your enemies.","material_components":"0","name":"Cloud of Taint","level":"","full_text":"<div><p><h5>Cloud of Taint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call up raw Tainted power to smite your enemies.<br \/>The Taint takes the form of a cold, cloying cloud of greasy darkness.<br \/>Nezumi, Shinomen nagas, and creatures with the Shadowlands subtype are not harmed by the spell, and creatures with a Taint score are not fully affected.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to untainted creatures and sickens them for 1d4 rounds.<br \/>A sickened creature suffers a -2 penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability checks.<br \/>A successful Fortitude save reduces damage to half and negates the sickening effect.<br \/>Sickened creatures must make an additional successful Fortitude save or gain a Taint score of 1d3.<br \/>The spell deals only half damage to creatures with Taint scores, and they are not sickened.<br \/>They can reduce the damage in half again (down to one-quarter of the roll) with a successful Fortitude save.<br \/>Such Tainted creatures automatically increase their Taint score by 1, regardless of their saving throw results.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Cloud spreads 30 ft. wide and 20 ft. high (S)","area":"","duration":"3 rounds\/level","saving_throw":"None","spell_resistance":"No","description":"This spell creates an amorphous cloud of inky blackness.\nYou can shape and move the cloud as you desire during the duration of the spell if you maintain concentration on it and it remains within the range of the spell.\nYou can move it up to 20 feet per round.\nIt can seep through the smallest cracks and float through the air, as you desire.\nCreatures whose visual organs are within the cloud cannot see by normal vision or darkvision.\nThe cloud also engulfs all sound within it, preventing creatures whose vocal organs are within the cloud from speaking or casting spells, and those whose auditory organs are within the cloud from hearing.\nA moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds.\nMaterial Component: A whisker from an old black cat and a tiny bottle of smoke captured on a moonless night.","short_description":"This spell creates an amorphous cloud of inky blackness.","material_components":"0","name":"Creeping Darkness","level":"Wu Jen 4","full_text":"<div><p><h5>Creeping Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads 30 ft. wide and 20 ft. high (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an amorphous cloud of inky blackness.<br \/>You can shape and move the cloud as you desire during the duration of the spell if you maintain concentration on it and it remains within the range of the spell.<br \/>You can move it up to 20 feet per round.<br \/>It can seep through the smallest cracks and float through the air, as you desire.<br \/>Creatures whose visual organs are within the cloud cannot see by normal vision or darkvision.<br \/>The cloud also engulfs all sound within it, preventing creatures whose vocal organs are within the cloud from speaking or casting spells, and those whose auditory organs are within the cloud from hearing.<br \/>A moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds.<br \/>Material Component: A whisker from an old black cat and a tiny bottle of smoke captured on a moonless night.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft. wide path to close range (25 ft. + 5 ft.\/2 levels)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"With a shout, you strike the ground at your feet and create a bolt of geomantic force.\nThis bolt travels through the earth, causing the earth, rock, or sand to fly into the air, striking creatures along its path.\nA creature caught in the area takes 1d6 points of damage per caster level (maximum 10d6).\nThis spell functions only if you are standing on dirt, clay, stone, or sand.\nIt does not function if you are on a wooden floor or other surface.","short_description":"With a shout, you strike the ground at your feet and create a bolt of geomantic force.","material_components":"0","name":"Earthbolt","level":"Wu Jen 3","full_text":"<div><p><h5>Earthbolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a shout, you strike the ground at your feet and create a bolt of geomantic force.<br \/>This bolt travels through the earth, causing the earth, rock, or sand to fly into the air, striking creatures along its path.<br \/>A creature caught in the area takes 1d6 points of damage per caster level (maximum 10d6).<br \/>This spell functions only if you are standing on dirt, clay, stone, or sand.<br \/>It does not function if you are on a wooden floor or other surface.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"10-ft. burst","area":"","duration":"Instantaneous","saving_throw":"Reflex half or negates (see text)","spell_resistance":"Yes","description":"When you cast this spell, you designate a target point--an item composed of one of the five elements (wood, fire, water, stone, or air).\nThe item then releases the magical energy within it in a sudden, explosive burst.\nThe effects of the burst depend on the element that makes up the target item: Wood,Metal, or Stone: The item throws off sharp slivers.\nCreatures within the burst take 1d8 points of damage (half with a successful Reflex save).\nFire: The fire shoots out glowing sparks, causing 1d4 points of damage (no damage with a successful Reflex save).\nThis is a fire effect.\nWater:Water pushes out in a sharp wave, knocking creatures within the burst prone.\nA successful Reflex save allows an affected creature to remain standing.\nCreatures add a +4 bonus on their saving throws for each size category they are larger than Medium-size, or a -4 penalty for each size category they are smaller than Medium-size.\nCreatures with more than two legs, or otherwise exceptionally stable creatures, get a +4 stability bonus.\nThe spell does not noticeably affect the structure of the target item.","short_description":"When you cast this spell, you designate a target point--an item composed of one of the five elements ...","material_components":"0","name":"Elemental Burst","level":"Wu Jen 1","full_text":"<div><p><h5>Elemental Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft. burst<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half or negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you designate a target point&#8212;an item composed of one of the five elements (wood, fire, water, stone, or air).<br \/>The item then releases the magical energy within it in a sudden, explosive burst.<br \/>The effects of the burst depend on the element that makes up the target item: Wood,Metal, or Stone: The item throws off sharp slivers.<br \/>Creatures within the burst take 1d8 points of damage (half with a successful Reflex save).<br \/>Fire: The fire shoots out glowing sparks, causing 1d4 points of damage (no damage with a successful Reflex save).<br \/>This is a fire effect.<br \/>Water:Water pushes out in a sharp wave, knocking creatures within the burst prone.<br \/>A successful Reflex save allows an affected creature to remain standing.<br \/>Creatures add a +4 bonus on their saving throws for each size category they are larger than Medium-size, or a -4 penalty for each size category they are smaller than Medium-size.<br \/>Creatures with more than two legs, or otherwise exceptionally stable creatures, get a +4 stability bonus.<br \/>The spell does not noticeably affect the structure of the target item.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"3 rounds\/level","saving_throw":"","spell_resistance":"","description":"This spell causes your eyes to glow with an unnatural fire.\nYou can determine the color of the light, from a reddish glow to brilliant yellow.\nYour eyes project beams of bright light to a range of 3 feet, clearly illuminating the area.\nBy fixing your sight on one spot within 3 feet of your eyes for 3 rounds, you can cause combustible materials, but not other creatures, to burst into flames.\nIf other creatures carry or wear the affected items, however, these flames cause 1d6 points of damage to the creature immediately and may cause further damage (see Catching on Fire in Chapter 3 of the DUNGEON MASTER's Guide).","short_description":"This spell causes your eyes to glow with an unnatural fire.","material_components":"0","name":"Fiery Eyes","level":"Wu Jen 1","full_text":"<div><p><h5>Fiery Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes your eyes to glow with an unnatural fire.<br \/>You can determine the color of the light, from a reddish glow to brilliant yellow.<br \/>Your eyes project beams of bright light to a range of 3 feet, clearly illuminating the area.<br \/>By fixing your sight on one spot within 3 feet of your eyes for 3 rounds, you can cause combustible materials, but not other creatures, to burst into flames.<br \/>If other creatures carry or wear the affected items, however, these flames cause 1d6 points of damage to the creature immediately and may cause further damage (see Catching on Fire in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You gain the ability to breathe a gout of flame as a standard action, once per round for the duration of the spell.\nThe flame targets one creature within 15 feet of you, and you must succeed at a ranged touch attack to affect the target.\nIf you succeed, the target takes 1d8 points of fire damage per two caster levels (maximum 10d8).\nCombustible objects may be ignited--attended or magic items must make saving throws or burst into flames.","short_description":"You gain the ability to breathe a gout of flame as a standard action, once per round for the duration...","material_components":"0","name":"Fire Breath","level":"Shugenja 5 \/ Wu Jen 5","full_text":"<div><p><h5>Fire Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 5 \/ Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain the ability to breathe a gout of flame as a standard action, once per round for the duration of the spell.<br \/>The flame targets one creature within 15 feet of you, and you must succeed at a ranged touch attack to affect the target.<br \/>If you succeed, the target takes 1d8 points of fire damage per two caster levels (maximum 10d8).<br \/>Combustible objects may be ignited&#8212;attended or magic items must make saving throws or burst into flames.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"50 ft.","target":"","effect":"Up to 9 fire shuriken","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell creates shuriken formed of magical fire that you can throw like normal shuriken (they do not burn your hands).\nYou are automatically considered proficient with the fire shuriken.\nYou create three fire shuriken if you are 1st to 6th level, six if you are 7th to 12th level, and nine if you are 13th level or higher.\nYou can throw three fire shuriken as a standard action, but all three must target the same creature.\nIf you create more than three shuriken, you can throw the remaining shuriken on subsequent rounds.\nThey have a range increment of 10 feet.\nA single fire shuriken deals 1 point of normal damage and an additional 1d4 points of fire damage.\nIf you score a critical hit, the shuriken damage is doubled and the fire damage increases to 1d8.\nDo not apply your Strength modifier to the shuriken damage.\nIf you are making a sneak attack, add the extra damage only to the damage of the first shuriken you throw in a round.\nMaterial Component: A shuriken coated with pine sap and sulfur.","short_description":"This spell creates shuriken formed of magical fire that you can throw like normal shuriken (they do n...","material_components":"0","name":"Fire Shuriken","level":"Wu Jen 2","full_text":"<div><p><h5>Fire Shuriken<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>50 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Up to 9 fire shuriken<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates shuriken formed of magical fire that you can throw like normal shuriken (they do not burn your hands).<br \/>You are automatically considered proficient with the fire shuriken.<br \/>You create three fire shuriken if you are 1st to 6th level, six if you are 7th to 12th level, and nine if you are 13th level or higher.<br \/>You can throw three fire shuriken as a standard action, but all three must target the same creature.<br \/>If you create more than three shuriken, you can throw the remaining shuriken on subsequent rounds.<br \/>They have a range increment of 10 feet.<br \/>A single fire shuriken deals 1 point of normal damage and an additional 1d4 points of fire damage.<br \/>If you score a critical hit, the shuriken damage is doubled and the fire damage increases to 1d8.<br \/>Do not apply your Strength modifier to the shuriken damage.<br \/>If you are making a sneak attack, add the extra damage only to the damage of the first shuriken you throw in a round.<br \/>Material Component: A shuriken coated with pine sap and sulfur.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.\nThe target deals an additional 1d6 points of fire damage with a successful melee attack.\nCreatures hitting the target with natural weapons or unarmed attacks take 1d6 points of fire damage, and must succeed at a Reflex save (the same DC as the spell) or catch fire.\nThe flame burns for 1d4 rounds (see Catching on Fire in Chapter 3 of the DUNGEON MASTER's Guide).\nA burning creature can take a move-equivalent action to put out the flame.\nThe target gains fire immunity for the duration of the spell, but takes double damage from cold except on a successful save.","short_description":"The creature you touch bursts into magical flames that do not harm the target, but are quite capable ...","material_components":"0","name":"Fires of Purity","level":"Shugenja 6","full_text":"<div><p><h5>Fires of Purity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.<br \/>The target deals an additional 1d6 points of fire damage with a successful melee attack.<br \/>Creatures hitting the target with natural weapons or unarmed attacks take 1d6 points of fire damage, and must succeed at a Reflex save (the same DC as the spell) or catch fire.<br \/>The flame burns for 1d4 rounds (see Catching on Fire in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<br \/>A burning creature can take a move-equivalent action to put out the flame.<br \/>The target gains fire immunity for the duration of the spell, but takes double damage from cold except on a successful save.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"When you cast this spell, you spit forth a cone of icy crystals, engulfing creatures within a cone area.\nAffected creatures are covered with a thin layer of ice, taking 1d6 points of subdual damage per two caster levels (maximum of 10d6).\nIn addition, creatures suffer from a temporary frostbite condition, making them fatigued.\nFatigued creatures cannot run or charge and suffer a -2 effective penalty to Strength and Dexterity.\nThe frostbite effect lasts 3 rounds.\nA successful Fortitude save negates both the subdual damage and the frostbite effect.\nMaterial Component: A mouthful of water.","short_description":"When you cast this spell, you spit forth a cone of icy crystals, engulfing creatures within a cone ar...","material_components":"0","name":"Ice Blast","level":"Wu Jen 2","full_text":"<div><p><h5>Ice Blast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you spit forth a cone of icy crystals, engulfing creatures within a cone area.<br \/>Affected creatures are covered with a thin layer of ice, taking 1d6 points of subdual damage per two caster levels (maximum of 10d6).<br \/>In addition, creatures suffer from a temporary frostbite condition, making them fatigued.<br \/>Fatigued creatures cannot run or charge and suffer a -2 effective penalty to Strength and Dexterity.<br \/>The frostbite effect lasts 3 rounds.<br \/>A successful Fortitude save negates both the subdual damage and the frostbite effect.<br \/>Material Component: A mouthful of water.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"Creatures with total HD not exceeding your level, no two of which may be more than 20 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from the inside.\nDeath occurs instantly.\nA successful Fortitude save instead deals 6d6 points of damage, +1 point per caster level.\nFocus: An iron brazier filled with red-hot charcoal.","short_description":"This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst ...","material_components":"0","name":"Internal Fire","level":"Wu Jen 9","full_text":"<div><p><h5>Internal Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from the inside.<br \/>Death occurs instantly.<br \/>A successful Fortitude save instead deals 6d6 points of damage, +1 point per caster level.<br \/>Focus: An iron brazier filled with red-hot charcoal.<\/p><\/p>Reference: Oriental Adventures 106<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You call up holy jade power to smite your enemies.\nOnly Tainted creatures, undead, and creatures with the Shadowlands subtype are harmed by the spell; other creatures are unaffected.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to undead and creatures with the Shadowlands subtype, and blinds them for 1 round.\nA successful Reflex save reduces damage to half and negates the blinding effect.\nThe spell deals only half damage against creatures with a Taint score (and without the Shadowlands subtype), and they are not blinded.\nThey can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.\nIn addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills.","short_description":"You call up holy jade power to smite your enemies.","material_components":"0","name":"Jade Strike","level":"Shugenja 4","full_text":"<div><p><h5>Jade Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call up holy jade power to smite your enemies.<br \/>Only Tainted creatures, undead, and creatures with the Shadowlands subtype are harmed by the spell; other creatures are unaffected.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to undead and creatures with the Shadowlands subtype, and blinds them for 1 round.<br \/>A successful Reflex save reduces damage to half and negates the blinding effect.<br \/>The spell deals only half damage against creatures with a Taint score (and without the Shadowlands subtype), and they are not blinded.<br \/>They can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.<br \/>In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers&#39; attack rolls (they are effectively invisible), moves at half speed, and suffers a <del>4 penalty on most Strength<\/del> and Dexterity-based skills.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"","effect":"Swordlike blade","area":"","duration":"1 minute or until discharged","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the creature you touch (who must be a willing recipient).\nIt is the size of a normal longsword, but is virtually weightless.\nIt is treated as a martial weapon for purposes of determining who is proficient with its use.\nThe wielder can use the blade in two ways--to make a melee touch attack to deliver electrical damage, or to fire a bolt of lightning as a ranged touch attack with an absolute range of 30 feet.\nOver the entire duration of the spell, the blade can deliver damage up to 1d6 per caster level (maximum 10d6).\nFor any given attack, the blade's wielder decides (before making an attack roll) how many dice the blade deals with a successful hit, up to the maximum damage potential remaining in the spell.\nIf the attack roll is successful, the blade deals the specified damage to the target.\nIf the attack roll misses, those dice of damage are lost.\nSince the blade is immaterial, the wielder's Strength modifier does not apply to the damage, which is all electricity damage.\nIt can harm any creature that is harmed by electricity.\nThe spell does not function underwater.","short_description":"When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the cre...","material_components":"0","name":"Lightning Blade","level":"Wu Jen 2","full_text":"<div><p><h5>Lightning Blade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Swordlike blade<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the creature you touch (who must be a willing recipient).<br \/>It is the size of a normal longsword, but is virtually weightless.<br \/>It is treated as a martial weapon for purposes of determining who is proficient with its use.<br \/>The wielder can use the blade in two ways&#8212;to make a melee touch attack to deliver electrical damage, or to fire a bolt of lightning as a ranged touch attack with an absolute range of 30 feet.<br \/>Over the entire duration of the spell, the blade can deliver damage up to 1d6 per caster level (maximum 10d6).<br \/>For any given attack, the blade&#39;s wielder decides (before making an attack roll) how many dice the blade deals with a successful hit, up to the maximum damage potential remaining in the spell.<br \/>If the attack roll is successful, the blade deals the specified damage to the target.<br \/>If the attack roll misses, those dice of damage are lost.<br \/>Since the blade is immaterial, the wielder&#39;s Strength modifier does not apply to the damage, which is all electricity damage.<br \/>It can harm any creature that is harmed by electricity.<br \/>The spell does not function underwater.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One or more creatures in a 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"When you cast this spell, you create a huge wave of water that slams into one or more targets within range.\nIf there is no large, natural source of water (a river, lake, or ocean) within the spell range, you can affect only one target.\nIf such a source of water exists within the range of the spell, the spell creates a burst centered on a location you designate.\nIn either case, the water deals 1d8 points of damage per two caster levels (maximum 7d8) to the target or to creatures within the area.\nIn addition, all affected creatures suffer a bull rush attack, forcing them to make opposed Strength checks against the wave of water.\nThe water has an effective Strength of 16 and is considered Medium-size (or 20 and Large if cast near water).\nYou designate the direction the wave pushes when you cast the spell; creatures who lose the opposed Strength check are pushed 5 feet, plus 1 foot for every point by which the wave beats their Strength checks, in that direction.\nIt is possible for a wave arising from a body of water to push characters into the water.\nThe wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are of Large size or smaller.\nMagical fires are targeted by a dispel magic effect as if you had cast that spell.","short_description":"When you cast this spell, you create a huge wave of water that slams into one or more targets within ...","material_components":"0","name":"Master of the Rolling River","level":"Shugenja 6","full_text":"<div><p><h5>Master of the Rolling River<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you create a huge wave of water that slams into one or more targets within range.<br \/>If there is no large, natural source of water (a river, lake, or ocean) within the spell range, you can affect only one target.<br \/>If such a source of water exists within the range of the spell, the spell creates a burst centered on a location you designate.<br \/>In either case, the water deals 1d8 points of damage per two caster levels (maximum 7d8) to the target or to creatures within the area.<br \/>In addition, all affected creatures suffer a bull rush attack, forcing them to make opposed Strength checks against the wave of water.<br \/>The water has an effective Strength of 16 and is considered Medium-size (or 20 and Large if cast near water).<br \/>You designate the direction the wave pushes when you cast the spell; creatures who lose the opposed Strength check are pushed 5 feet, plus 1 foot for every point by which the wave beats their Strength checks, in that direction.<br \/>It is possible for a wave arising from a body of water to push characters into the water.<br \/>The wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are of Large size or smaller.<br \/>Magical fires are targeted by a dispel magic effect as if you had cast that spell.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"A 5-ft. cube of ice or a 10-ft. cube of snow\/level, or one cold creature\/level","effect":"","area":"","duration":"1 minute\/level or instantaneous (see text)","saving_throw":"None or Fortitude half (see text)","spell_resistance":"No or yes (see text)","description":"This spell allows you to melt ice and snow or deal damage to cold creatures.\nYou can melt ice or snow as specified above, with no saving throw or spell resistance applicable.\nTargeted cold creatures take 2 points of damage per caster level (maximum 10 points), half with a successful saving throw.\nA creature's spell resistance applies.\nMaterial Component: A few crystals of rock salt and a pinch of soot.","short_description":"This spell allows you to melt ice and snow or deal damage to cold creatures.","material_components":"0","name":"Melt","level":"Wu Jen 1","full_text":"<div><p><h5>Melt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Fortitude half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to melt ice and snow or deal damage to cold creatures.<br \/>You can melt ice or snow as specified above, with no saving throw or spell resistance applicable.<br \/>Targeted cold creatures take 2 points of damage per caster level (maximum 10 points), half with a successful saving throw.<br \/>A creature&#39;s spell resistance applies.<br \/>Material Component: A few crystals of rock salt and a pinch of soot.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"This spell allows you to expel a powerful breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist.\nCreatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6).\nThe steam clouds dissipate instantly after their damage is done.\nMaterial Component: A glowing piece of charcoal doused with water.","short_description":"This spell allows you to expel a powerful breath of superheated steam, which billows forth from your ...","material_components":"0","name":"Steam Breath","level":"Wu Jen 3","full_text":"<div><p><h5>Steam Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to expel a powerful breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist.<br \/>Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6).<br \/>The steam clouds dissipate instantly after their damage is done.<br \/>Material Component: A glowing piece of charcoal doused with water.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Pale green blade of force","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A blade made of pale green force appears and attacks opponents at a distance, as you direct it.\nIt strikes the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.\nIt strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures.\nThe blade attacks with the base attack bonus of a fighter whose level is equal to your caster level, and it deals 1d4 points of damage per hit.\nIt threatens a critical hit on a 19-20 and deals double damage with a critical hit.\nIn addition, each hit on a single creature inflicts a -1 luck penalty on that creature's next saving throw roll (-2 with a critical hit).\nSuccessive hits increase this penalty, to a maximum of -5 on a single creature.\nThis saving throw penalty lasts until the creature is forced to make a saving throw in a dangerous situation.\nRemove curse and similar spells can cancel the penalty.\nThe weapon always strikes from your direction.\nIt does not get a flanking bonus or help a combatant get one.\nYour feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon.\nIf the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.\nEach round after the first, you can use a standard action to switch the weapon to a new target.\nIf you do not, the weapon continues to attack the previous round's target.\nOn any round that the weapon switches targets, it gets one attack (as it does in the round when the spell is cast).\nSubsequent rounds of attacking the same target allow the weapon to make multiple attacks if its base attack bonus would allow it to.\nThe sword of deception cannot be attacked or damaged.\nIf an attacked creature has spell resistance, the resistance is checked the first time the sword of deception strikes it.\nIf the weapon is successfully resisted, the spell is dispelled.\nIf not, the weapon has its normal full effect on that creature for the duration of the spell.\nFocus: A miniature replica of a sword and a set of loaded dice.","short_description":"A blade made of pale green force appears and attacks opponents at a distance, as you direct it.","material_components":"0","name":"Sword of Deception","level":"Wu Jen 5","full_text":"<div><p><h5>Sword of Deception<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Pale green blade of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A blade made of pale green force appears and attacks opponents at a distance, as you direct it.<br \/>It strikes the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.<br \/>It strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures.<br \/>The blade attacks with the base attack bonus of a fighter whose level is equal to your caster level, and it deals 1d4 points of damage per hit.<br \/>It threatens a critical hit on a 19-20 and deals double damage with a critical hit.<br \/>In addition, each hit on a single creature inflicts a -1 luck penalty on that creature&#39;s next saving throw roll (-2 with a critical hit).<br \/>Successive hits increase this penalty, to a maximum of -5 on a single creature.<br \/>This saving throw penalty lasts until the creature is forced to make a saving throw in a dangerous situation.<br \/>Remove curse and similar spells can cancel the penalty.<br \/>The weapon always strikes from your direction.<br \/>It does not get a flanking bonus or help a combatant get one.<br \/>Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon.<br \/>If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.<br \/>Each round after the first, you can use a standard action to switch the weapon to a new target.<br \/>If you do not, the weapon continues to attack the previous round&#39;s target.<br \/>On any round that the weapon switches targets, it gets one attack (as it does in the round when the spell is cast).<br \/>Subsequent rounds of attacking the same target allow the weapon to make multiple attacks if its base attack bonus would allow it to.<br \/>The sword of deception cannot be attacked or damaged.<br \/>If an attacked creature has spell resistance, the resistance is checked the first time the sword of deception strikes it.<br \/>If the weapon is successfully resisted, the spell is dispelled.<br \/>If not, the weapon has its normal full effect on that creature for the duration of the spell.<br \/>Focus: A miniature replica of a sword and a set of loaded dice.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"","effect":"Tetsubolike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 6-foot-long tetsubo formed of earth springs forth from your hands.\nYou wield this weapon with proficiency as if it were a greatclub.\nAttacks with the tetsubo of earth are regular melee attacks.\nThe tetsubo deals 1d10 points of damage +1 point per two caster levels (maximum +10).\nThe tetsubo is considered a +1 weapon for purposes of overcoming damage reduction.","short_description":"A 6-foot-long tetsubo formed of earth springs forth from your hands.","material_components":"0","name":"Tetsubo of Earth","level":"Shugenja 2","full_text":"<div><p><h5>Tetsubo of Earth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Tetsubolike beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 6-foot-long tetsubo formed of earth springs forth from your hands.<br \/>You wield this weapon with proficiency as if it were a greatclub.<br \/>Attacks with the tetsubo of earth are regular melee attacks.<br \/>The tetsubo deals 1d10 points of damage +1 point per two caster levels (maximum +10).<br \/>The tetsubo is considered a +1 weapon for purposes of overcoming damage reduction.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"","effect":"A whip of force","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"No","description":"This spell creates a whip formed of magical force; the spell also grants you the ability to wield this whip with proficiency.\nSimply cracking the whip creates a sonic, mindaffecting effect that keeps normal animals (not beasts, magical beasts, or vermin) at bay unless they succeed at a Will saving throw.\nAffected animals stay at least 30 feet away from you for the duration of the spell.\nIf you succeed at a normal ranged attack with the whip against any normal animal, the target animal must succeed at a Will saving throw or become frightened.\nFrightened creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws, and flee from you as well as they can.\nIf unable to flee, creatures may fight.\nYou can use the whip in combat against other opponents as if it were a normal whip.\nMaterial Component: A small silk whip.","short_description":"This spell creates a whip formed of magical force; the spell also grants you the ability to wield thi...","material_components":"0","name":"Whip","level":"Wu Jen 2","full_text":"<div><p><h5>Whip<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A whip of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a whip formed of magical force; the spell also grants you the ability to wield this whip with proficiency.<br \/>Simply cracking the whip creates a sonic, mindaffecting effect that keeps normal animals (not beasts, magical beasts, or vermin) at bay unless they succeed at a Will saving throw.<br \/>Affected animals stay at least 30 feet away from you for the duration of the spell.<br \/>If you succeed at a normal ranged attack with the whip against any normal animal, the target animal must succeed at a Will saving throw or become frightened.<br \/>Frightened creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws, and flee from you as well as they can.<br \/>If unable to flee, creatures may fight.<br \/>You can use the whip in combat against other opponents as if it were a normal whip.<br \/>Material Component: A small silk whip.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 action","range":"30 ft.","target":"","effect":"","area":"Creatures in a 30-ft.-radius spread centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"To utter the holy words of the kami is to bring forth magic of awesome power.\nCreatures with the Shadowlands subtype or with a Taint score suffer the following ill effects:\nThe effects are cumulative.\nDeafened: The creature is deafened for 1d4 rounds.\nA deafened creature, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spell with a verbal (V) component that it tries to cast.\nBlinded: The creature is blinded for 2d4 rounds.\nIn addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skill checks.\nParalyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to move or act in any way.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nCreatures free of Taint and without the Shadowlands subtype, including the spellcaster, are deafened for 1d4 rounds, regardless of their Hit Dice.","short_description":"To utter the holy words of the kami is to bring forth magic of awesome power.","material_components":"0","name":"Words of the Kami","level":"Shugenja 7","full_text":"<div><p><h5>Words of the Kami<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>To utter the holy words of the kami is to bring forth magic of awesome power.<br \/>Creatures with the Shadowlands subtype or with a Taint score suffer the following ill effects:<br \/>The effects are cumulative.<br \/>Deafened: The creature is deafened for 1d4 rounds.<br \/>A deafened creature, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spell with a verbal (V) component that it tries to cast.<br \/>Blinded: The creature is blinded for 2d4 rounds.<br \/>In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers&#39; attack rolls (they are effectively invisible), moves at half speed, and suffers a <del>4 penalty on most Strength<\/del> and Dexterity-based skill checks.<br \/>Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to move or act in any way.<br \/>Killed: Living creatures die.<br \/>Undead creatures are destroyed.<br \/>Creatures free of Taint and without the Shadowlands subtype, including the spellcaster, are deafened for 1d4 rounds, regardless of their Hit Dice.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"10 feet","target":"","effect":"","area":"All sighted creatures within a 10-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"Reflex negates","spell_resistance":"No","description":"This spell unleashes the anger of the sun deity in a blinding flash originating with you and expanding outward.\nAny creature within the area of the spell that can see you must make a saving throw or be temporarily blinded.\nThe blindness lasts for 1 minute per caster level.\nIn addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks.\nSightless creatures are not affected by Yakamo's anger.","short_description":"This spell unleashes the anger of the sun deity in a blinding flash originating with you and expandin...","material_components":"0","name":"Yakamo's Anger","level":"Shugenja 6","full_text":"<div><p><h5>Yakamo's Anger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 feet<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell unleashes the anger of the sun deity in a blinding flash originating with you and expanding outward.<br \/>Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded.<br \/>The blindness lasts for 1 minute per caster level.<br \/>In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers&#39; attack rolls (they are effectively invisible), moves at half speed, and suffers a <del>4 penalty on Search checks and most Strength<\/del> and Dexterity-based skill checks.<br \/>Sightless creatures are not affected by Yakamo&#39;s anger.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"","effect":"Yarilike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 6-foot-long shaft formed of air springs forth from your hands.\nYou wield this shaft as if it were a yari (shortspear).\nAttacks with the yari of air are regular melee attacks.\nThe yari deals 1d8 points of damage +1 point per two caster levels (maximum +10).\nThe yari is considered a +1 weapon for purposes of overcoming damage reduction.","short_description":"A 6-foot-long shaft formed of air springs forth from your hands.","material_components":"0","name":"Yari of Air","level":"Shugenja 2","full_text":"<div><p><h5>Yari of Air<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Yarilike beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 6-foot-long shaft formed of air springs forth from your hands.<br \/>You wield this shaft as if it were a yari (shortspear).<br \/>Attacks with the yari of air are regular melee attacks.<br \/>The yari deals 1d8 points of damage +1 point per two caster levels (maximum +10).<br \/>The yari is considered a +1 weapon for purposes of overcoming damage reduction.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes the subject's face to appear horrible and terrifying.\nYou can create nearly any combination of hideous features--blue skin, parrot face, elephantine nose, rotting tusks, or anything else you can imagine.\nYou can not duplicate the appearance of any known creature, however.\nCreatures--excluding you and your allies--who view the recipient must make successful Will saving throws or become shaken.\nShaken creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.\nMaterial Component: A miniature palette dotted with paints of assorted colors.","short_description":"This spell causes the subject's face to appear horrible and terrifying.","material_components":"0","name":"Apparition","level":"Wu Jen 2","full_text":"<div><p><h5>Apparition<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes the subject&#39;s face to appear horrible and terrifying.<br \/>You can create nearly any combination of hideous features&#8212;blue skin, parrot face, elephantine nose, rotting tusks, or anything else you can imagine.<br \/>You can not duplicate the appearance of any known creature, however.<br \/>Creatures&#8212;excluding you and your allies&#8212;who view the recipient must make successful Will saving throws or become shaken.<br \/>Shaken creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.<br \/>Material Component: A miniature palette dotted with paints of assorted colors.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell alters the coloration of the recipient to match that of the surrounding background.\nThe creature gains a +10 circumstance bonus on its Hide check.\nWhen moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes immediately.\nWhen the background changes abruptly (from forest to gray stone wall), 1 round is required to effect the change in coloration.\nMaterial Component: The shed skin of a small lizard.","short_description":"This spell alters the coloration of the recipient to match that of the surrounding background.","material_components":"0","name":"Chameleon","level":"Wu Jen 2","full_text":"<div><p><h5>Chameleon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell alters the coloration of the recipient to match that of the surrounding background.<br \/>The creature gains a +10 circumstance bonus on its Hide check.<br \/>When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes immediately.<br \/>When the background changes abruptly (from forest to gray stone wall), 1 round is required to effect the change in coloration.<br \/>Material Component: The shed skin of a small lizard.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You bend surrounding shadows and blend them to yourself, making yourself one with the darkness.\nAs long as you remain within 10 feet of some kind of shadow (except your own shadow) or within at least moderate darkness, your ability to hide is greatly enhanced.\nYou can hide yourself from view in the open without anything to hide behind, even while being observed, and you gain a +20 circumstance bonus on Hide checks.\nUnlike invisibility, this spell's effects do not end when you attack, though you cannot hide and attack at the same time.\nYou are clearly visible while attacking (and thus do not gain a +2 bonus on your attack for being invisible, nor is your target denied its Dexterity bonus to AC), but you can use a move-equivalent action to hide again after attacking (or hide as part of a move action), and you still gain the +20 circumstance bonus on your Hide check.\nYour opponent can ready an action to attack you when you come into view to attack.","short_description":"You bend surrounding shadows and blend them to yourself, making yourself one with the darkness.","material_components":"0","name":"Know the Shadows","level":"Shugenja 2","full_text":"<div><p><h5>Know the Shadows<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You bend surrounding shadows and blend them to yourself, making yourself one with the darkness.<br \/>As long as you remain within 10 feet of some kind of shadow (except your own shadow) or within at least moderate darkness, your ability to hide is greatly enhanced.<br \/>You can hide yourself from view in the open without anything to hide behind, even while being observed, and you gain a +20 circumstance bonus on Hide checks.<br \/>Unlike invisibility, this spell&#39;s effects do not end when you attack, though you cannot hide and attack at the same time.<br \/>You are clearly visible while attacking (and thus do not gain a +2 bonus on your attack for being invisible, nor is your target denied its Dexterity bonus to AC), but you can use a move-equivalent action to hide again after attacking (or hide as part of a move action), and you still gain the +20 circumstance bonus on your Hide check.<br \/>Your opponent can ready an action to attack you when you come into view to attack.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to four creatures","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex negates (see text)","spell_resistance":"Yes","description":"When you cast this spell, you cut a mystic pattern into one palm with a knife and enchant your own blood.\nThe spell creates one missile of blood per three caster levels (maximum of five missiles).\nYou can then send these missiles of blood streaking from the upturned palm, which explode on impact.\nYou can choose a separate target for each missile, but you must make a ranged touch attack for each missile.\nA direct hit deals 2d8 points of damage with no saving throw allowed.\nCreatures within 5 feet of a creature struck by a missile must make successful Reflex saves or take the same damage.\n(Missiles that miss their target do not cause damage to any creature).\nMaterial Component: Your blood.\nCutting the pattern in your palm deals 2 points of damage to you.","short_description":"When you cast this spell, you cut a mystic pattern into one palm with a knife and enchant your own bl...","material_components":"0","name":"Blood of Fire","level":"Shaman 5","full_text":"<div><p><h5>Blood of Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you cut a mystic pattern into one palm with a knife and enchant your own blood.<br \/>The spell creates one missile of blood per three caster levels (maximum of five missiles).<br \/>You can then send these missiles of blood streaking from the upturned palm, which explode on impact.<br \/>You can choose a separate target for each missile, but you must make a ranged touch attack for each missile.<br \/>A direct hit deals 2d8 points of damage with no saving throw allowed.<br \/>Creatures within 5 feet of a creature struck by a missile must make successful Reflex saves or take the same damage.<br \/>(Missiles that miss their target do not cause damage to any creature).<br \/>Material Component: Your blood.<br \/>Cutting the pattern in your palm deals 2 points of damage to you.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One Medium-size or smaller ghostly light","area":"","duration":"Concentration","saving_throw":"Will negates","spell_resistance":"Yes","description":"With this spell, you create a ghostly green radiance anywhere within range that shines with the brightness of a torch.\nYou can use the light to illuminate some object, or you can shape it in any form of Medium-size or smaller.\nYou can control the movement of the light as long as you maintain concentration on the spell.\nThus, you can shape the light into a human form and make it seem to walk or fly, for example.\nYou can also change the shape of the light at any time during the spell's duration.\nThe light is imbued with unearthly power, and causes fear in creatures within 30 feet of its location.\nCreatures in this area must make successful Will saving throws or become shaken, suffering a -2 morale penalty on\nattack rolls, weapon damage rolls, and saving throws.\nMaterial Component: A bit of phosphorus.","short_description":"With this spell, you create a ghostly green radiance anywhere within range that shines with the brigh...","material_components":"0","name":"Ghost Light","level":"Wu Jen 1","full_text":"<div><p><h5>Ghost Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One Medium-size or smaller ghostly light<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you create a ghostly green radiance anywhere within range that shines with the brightness of a torch.<br \/>You can use the light to illuminate some object, or you can shape it in any form of Medium-size or smaller.<br \/>You can control the movement of the light as long as you maintain concentration on the spell.<br \/>Thus, you can shape the light into a human form and make it seem to walk or fly, for example.<br \/>You can also change the shape of the light at any time during the spell&#39;s duration.<br \/>The light is imbued with unearthly power, and causes fear in creatures within 30 feet of its location.<br \/>Creatures in this area must make successful Will saving throws or become shaken, suffering a -2 morale penalty on<br \/>attack rolls, weapon damage rolls, and saving throws.<br \/>Material Component: A bit of phosphorus.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1d4 +1\/level living creatures in a 20-ft. cube","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"With the sweep of a hand, you send invisible bolts of force surging toward the targets.\nIf a target has fewer than 5 Hit Dice and it fails its saving throw, the unleashed power caves in the creature's chest and drives its heart from the body, instantly killing the creature.\nThis spell affects creatures with the fewest Hit Dice first and then affects those with the next lowest Hit Dice, and so on, until reaching the maximum given above or until it has targeted all creatures within the 20-foot cube.\nUndead, constructs, oozes, and other creatures with no anatomy or no heart are unaffected by the spell, as are all creatures with more than 5 Hit Dice.","short_description":"With the sweep of a hand, you send invisible bolts of force surging toward the targets.","material_components":"0","name":"Heart Ripper","level":"Wu Jen 4","full_text":"<div><p><h5>Heart Ripper<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With the sweep of a hand, you send invisible bolts of force surging toward the targets.<br \/>If a target has fewer than 5 Hit Dice and it fails its saving throw, the unleashed power caves in the creature&#39;s chest and drives its heart from the body, instantly killing the creature.<br \/>This spell affects creatures with the fewest Hit Dice first and then affects those with the next lowest Hit Dice, and so on, until reaching the maximum given above or until it has targeted all creatures within the 20-foot cube.<br \/>Undead, constructs, oozes, and other creatures with no anatomy or no heart are unaffected by the spell, as are all creatures with more than 5 Hit Dice.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous (see text)","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"Your touch becomes poisonous, inflicting poison upon a creature you touch with a successful melee touch attack.\nThe poison deals 1d6 points of temporary Constitution damage immediately and another 1d6 points of temporary Constitution damage 1 minute later.\nEach instance of damage can be negated by a Fortitude save (DC 10 + 1\/2 caster's level + caster's Intelligence modifier).\nFocus: A tattoo of a toad on your skin.","short_description":"Your touch becomes poisonous, inflicting poison upon a creature you touch with a successful melee tou...","material_components":"0","name":"Kiss of the Toad","level":"Wu Jen 2","full_text":"<div><p><h5>Kiss of the Toad<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your touch becomes poisonous, inflicting poison upon a creature you touch with a successful melee touch attack.<br \/>The poison deals 1d6 points of temporary Constitution damage immediately and another 1d6 points of temporary Constitution damage 1 minute later.<br \/>Each instance of damage can be negated by a Fortitude save (DC 10 + 1\/2 caster&#39;s level + caster&#39;s Intelligence modifier).<br \/>Focus: A tattoo of a toad on your skin.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Creatures with total HD not exceeding your level, no two of which may be more than 20 ft. apart","effect":"","area":"","duration":"1 round\/2 levels","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The target creatures are struck by wracking pains and agony.\nWhile the spell lasts, affected creatures suffer a -4 penalty on attack rolls, skill checks, and ability checks.\nA successful Fortitude save reduces this penalty to -2.\nMaterial Component: A live leech.","short_description":"The target creatures are struck by wracking pains and agony.","material_components":"0","name":"Pain","level":"Wu Jen 4","full_text":"<div><p><h5>Pain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target creatures are struck by wracking pains and agony.<br \/>While the spell lasts, affected creatures suffer a -4 penalty on attack rolls, skill checks, and ability checks.<br \/>A successful Fortitude save reduces this penalty to -2.<br \/>Material Component: A live leech.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"By casting this spell, you project your spirit into the body of an animal, forcing the animal to behave as you direct it.\nYour own body lies lifeless for the duration of the spell.\nThe animal must be a normal animal (not a beast, magical beast, vermin, or other monster type) and must have fewer Hit Dice than your level.\nThe animal's soul remains in its body, but it has no control over that body while your spirit is there.\nWhile in the animal's body, you keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.\nThe body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities.\nYou can't choose to activate the body's extraordinary or supernatural abilities.\nFor every 2 points of damage taken by the animal body while you are possessing it, you take 1 point of damage as well.\nIf the animal body is killed while you are possessing it, you must make a Fortitude save (DC 10) or die as well.\nIf your body is destroyed while your spirit is in the animal's body, you die at the end of the spell's duration.\nMaterial Component: A bowl of incense and a morsel of food appealing to the animal.","short_description":"By casting this spell, you project your spirit into the body of an animal, forcing the animal to beha...","material_components":"0","name":"Possess Animal","level":"Shaman 3","full_text":"<div><p><h5>Possess Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you project your spirit into the body of an animal, forcing the animal to behave as you direct it.<br \/>Your own body lies lifeless for the duration of the spell.<br \/>The animal must be a normal animal (not a beast, magical beast, vermin, or other monster type) and must have fewer Hit Dice than your level.<br \/>The animal&#39;s soul remains in its body, but it has no control over that body while your spirit is there.<br \/>While in the animal&#39;s body, you keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.<br \/>The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities.<br \/>You can&#39;t choose to activate the body&#39;s extraordinary or supernatural abilities.<br \/>For every 2 points of damage taken by the animal body while you are possessing it, you take 1 point of damage as well.<br \/>If the animal body is killed while you are possessing it, you must make a Fortitude save (DC 10) or die as well.<br \/>If your body is destroyed while your spirit is in the animal&#39;s body, you die at the end of the spell&#39;s duration.<br \/>Material Component: A bowl of incense and a morsel of food appealing to the animal.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As possess animal, but you can take over the body of any creature.\nThe possessed creature retains no memory of actions performed during the possession or knowledge of who possessed it.\nMaterial Component: A bowl of incense.","short_description":"As possess animal, but you can take over the body of any creature.","material_components":"0","name":"Possess","level":"Shaman 5","full_text":"<div><p><h5>Possess<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>As possess animal, but you can take over the body of any creature.<br \/>The possessed creature retains no memory of actions performed during the possession or knowledge of who possessed it.<br \/>Material Component: A bowl of incense.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/2 levels (D)","saving_throw":"","spell_resistance":"","description":"This spell allows you to send your spirit outside your body in an incorporeal form, while maintaining some semblance of life in your physical body.\nYour spirit has a speed of 90 feet, but it cannot move more than 200 feet from your body.\nYour spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.\nA shaman can use commune with lesser spirit or commune with greater spirit (if you are higher than 4th level) to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell.\nYour spirit can cast spells that have only verbal components, but it cannot otherwise attack or affect the physical world.\nYour body, meanwhile, assumes a half-awake state.\nIn your spirit form, you can issue commands to your body as long as you are within 5 feet of it.\nIt can take only simple actions--walking, talking (in a slow, slurred fashion), or eating.\nIt is not helpless, but it can only take partial actions.\nIt loses its Dexterity bonus to AC (if any), and foes gain a +2 bonus on attack rolls against it.\nDamage taken by either your spirit or your body is subtracted from your hit point total.\nIf either your spirit or your body is destroyed, you die.\nIf your body moves more than 200 feet from you, and your spirit is unable to follow (because of a protection from spirits spell or some other reason), you die.\nIf you are otherwise prevented from returning to your body at the expiration of the spell, you die.\nMaterial Component: A small prayer wheel.","short_description":"This spell allows you to send your spirit outside your body in an incorporeal form, while maintaining...","material_components":"0","name":"Spirit Self","level":"Wu Jen 5","full_text":"<div><p><h5>Spirit Self<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to send your spirit outside your body in an incorporeal form, while maintaining some semblance of life in your physical body.<br \/>Your spirit has a speed of 90 feet, but it cannot move more than 200 feet from your body.<br \/>Your spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.<br \/>A shaman can use commune with lesser spirit or commune with greater spirit (if you are higher than 4th level) to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell.<br \/>Your spirit can cast spells that have only verbal components, but it cannot otherwise attack or affect the physical world.<br \/>Your body, meanwhile, assumes a half-awake state.<br \/>In your spirit form, you can issue commands to your body as long as you are within 5 feet of it.<br \/>It can take only simple actions&#8212;walking, talking (in a slow, slurred fashion), or eating.<br \/>It is not helpless, but it can only take partial actions.<br \/>It loses its Dexterity bonus to AC (if any), and foes gain a +2 bonus on attack rolls against it.<br \/>Damage taken by either your spirit or your body is subtracted from your hit point total.<br \/>If either your spirit or your body is destroyed, you die.<br \/>If your body moves more than 200 feet from you, and your spirit is unable to follow (because of a protection from spirits spell or some other reason), you die.<br \/>If you are otherwise prevented from returning to your body at the expiration of the spell, you die.<br \/>Material Component: A small prayer wheel.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Blade of negative energy","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A blade made of pure negative energy appears and attacks opponents at a distance, as you direct it.\nIt strikes the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.\nIt strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures.\nThe blade attacks with your base attack bonus and bestows one negative level per hit.\nIt threatens a critical hit on a 19-20 and bestows two negative levels with a critical hit.\nIf the subject has at least as many negative levels as HD, he dies.\nEach negative level gives a creature the following penalties: -1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).\nAdditionally, a spellcaster loses one spell or spell slot from her highest available level.\nNegative levels stack.\nAssuming the subject survives, he regains lost levels after a number of hours equal to your caster level.\nUsually, negative levels have a chance of permanently draining the subject's levels, but the negative levels from the sword of darkness don't last long enough to do so.\nIf the sword strikes an undead creature, it gives that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) for 1 hour.\nThe weapon always strikes from your direction.\nIt does not get a flanking bonus or help a combatant get one.\nYour feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon, but your lack of proficiency does not hinder it either.\nIf the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.\nEach round after the first, you can use a standard action to switch the weapon to a new target.\nIf you do not, the weapon continues to attack the previous round's target.\nOn any round that the weapon switches targets, it gets one attack (as it does in the round when the spell is cast).\nSubsequent rounds of attacking the same target allow the weapon to make multiple attacks if its base attack bonus would allow it to.\nThe sword of darkness cannot be attacked or damaged.\nIf an attacked creature has spell resistance, the resistance is checked the first time the sword of darkness strikes it.\nIf the weapon is successfully resisted, the spell is dispelled.\nIf not, the weapon has its normal full effect on that creature for the duration of the spell.\nMaterial Component: A katana or long sword worth at least 100 gp, which is shattered against a stone while casting the spell.","short_description":"A blade made of pure negative energy appears and attacks opponents at a distance, as you direct it.","material_components":"0","name":"Sword of Darkness","level":"Wu Jen 7","full_text":"<div><p><h5>Sword of Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Blade of negative energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A blade made of pure negative energy appears and attacks opponents at a distance, as you direct it.<br \/>It strikes the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.<br \/>It strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures.<br \/>The blade attacks with your base attack bonus and bestows one negative level per hit.<br \/>It threatens a critical hit on a 19-20 and bestows two negative levels with a critical hit.<br \/>If the subject has at least as many negative levels as HD, he dies.<br \/>Each negative level gives a creature the following penalties: -1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).<br \/>Additionally, a spellcaster loses one spell or spell slot from her highest available level.<br \/>Negative levels stack.<br \/>Assuming the subject survives, he regains lost levels after a number of hours equal to your caster level.<br \/>Usually, negative levels have a chance of permanently draining the subject&#39;s levels, but the negative levels from the sword of darkness don&#39;t last long enough to do so.<br \/>If the sword strikes an undead creature, it gives that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) for 1 hour.<br \/>The weapon always strikes from your direction.<br \/>It does not get a flanking bonus or help a combatant get one.<br \/>Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon, but your lack of proficiency does not hinder it either.<br \/>If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.<br \/>Each round after the first, you can use a standard action to switch the weapon to a new target.<br \/>If you do not, the weapon continues to attack the previous round&#39;s target.<br \/>On any round that the weapon switches targets, it gets one attack (as it does in the round when the spell is cast).<br \/>Subsequent rounds of attacking the same target allow the weapon to make multiple attacks if its base attack bonus would allow it to.<br \/>The sword of darkness cannot be attacked or damaged.<br \/>If an attacked creature has spell resistance, the resistance is checked the first time the sword of darkness strikes it.<br \/>If the weapon is successfully resisted, the spell is dispelled.<br \/>If not, the weapon has its normal full effect on that creature for the duration of the spell.<br \/>Material Component: A katana or long sword worth at least 100 gp, which is shattered against a stone while casting the spell.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"When you cast this spell, your spirit enters the body of your horse (which you must be riding when you cast the spell) and merges with the horse's own.\nYour own body hunkers low on the horse's back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.\nAs a joint creature, you and your mount share all your skills, feats, and abilities.\nYou make all checks, saves, and attack rolls using the better base number (yours or your horse's) and the better ability score modifier.\nYou retain your own Intelligence, Wisdom, Charisma, memory, personality, level and class, alignment, and extraordinary and supernatural abilities.\nYou gain your horse's Strength, Dexterity, Constitution, speed, natural armor and weapons, and extraordinary abilities.\nOpponents can attack either your body or your mount's.\nYour body uses the mount's Dexterity bonus to AC, not subject to the maximum Dexterity bonus for your armor type, with your own size modifier, armor bonus, and magical bonuses.\nYour mount's body uses its own Dexterity bonus, size modifier, armor bonus, natural armor bonus, and any magical bonuses derived from items on your body other than armor (such as an amulet of natural armor or ring of protection).\nYou and your mount share a pool of hit points equal to your combined total hit points.\nWhen an opponent hits either your body or your mount's,\nthe damage is subtracted from this combined pool.\nNeither you nor your mount becomes disabled or dying until all these combined hit points are exhausted.\nWhen the spell ends, you divide the hit points remaining in the pool as you choose between you and your mount.","short_description":"When you cast this spell, your spirit enters the body of your horse (which you must be riding when yo...","material_components":"0","name":"When Two Become One","level":"Shugenja 3","full_text":"<div><p><h5>When Two Become One<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your spirit enters the body of your horse (which you must be riding when you cast the spell) and merges with the horse&#39;s own.<br \/>Your own body hunkers low on the horse&#39;s back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.<br \/>As a joint creature, you and your mount share all your skills, feats, and abilities.<br \/>You make all checks, saves, and attack rolls using the better base number (yours or your horse&#39;s) and the better ability score modifier.<br \/>You retain your own Intelligence, Wisdom, Charisma, memory, personality, level and class, alignment, and extraordinary and supernatural abilities.<br \/>You gain your horse&#39;s Strength, Dexterity, Constitution, speed, natural armor and weapons, and extraordinary abilities.<br \/>Opponents can attack either your body or your mount&#39;s.<br \/>Your body uses the mount&#39;s Dexterity bonus to AC, not subject to the maximum Dexterity bonus for your armor type, with your own size modifier, armor bonus, and magical bonuses.<br \/>Your mount&#39;s body uses its own Dexterity bonus, size modifier, armor bonus, natural armor bonus, and any magical bonuses derived from items on your body other than armor (such as an amulet of natural armor or ring of protection).<br \/>You and your mount share a pool of hit points equal to your combined total hit points.<br \/>When an opponent hits either your body or your mount&#39;s,<br \/>the damage is subtracted from this combined pool.<br \/>Neither you nor your mount becomes disabled or dying until all these combined hit points are exhausted.<br \/>When the spell ends, you divide the hit points remaining in the pool as you choose between you and your mount.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A touch from your hand can cause the target's body to weaken and wither.\nWith a successful melee touch attack, you deal 1 point of temporary Strength damage and 1 point of temporary Constitution damage per two caster levels to the target.\nIf you score a critical hit, the damage from the hit is actually permanent ability drain.","short_description":"A touch from your hand can cause the target's body to weaken and wither.","material_components":"0","name":"Withering Palm","level":"Wu Jen 7","full_text":"<div><p><h5>Withering Palm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A touch from your hand can cause the target&#39;s body to weaken and wither.<br \/>With a successful melee touch attack, you deal 1 point of temporary Strength damage and 1 point of temporary Constitution damage per two caster levels to the target.<br \/>If you score a critical hit, the damage from the hit is actually permanent ability drain.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round + 1 round\/level","range":"Touch","target":"One thrown weapon\/level, all of which much be in contact with one another at the time of casting; or a single projectile weapon","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"When you cast this spell, you enchant one or more thrown weapons or one projectile weapon (bow, crossbow, sling, or the like) to improve the chance of hitting distant targets.\nFor the duration of the spell, the range increment for the affected thrown weapons or single projectile weapon is doubled.\nMaterial Component: Ink, written in a mystical character on each weapon affected by the spell.","short_description":"When you cast this spell, you enchant one or more thrown weapons or one projectile weapon (bow, cross...","material_components":"0","name":"Accuracy","level":"Wu Jen 1","full_text":"<div><p><h5>Accuracy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you enchant one or more thrown weapons or one projectile weapon (bow, crossbow, sling, or the like) to improve the chance of hitting distant targets.<br \/>For the duration of the spell, the range increment for the affected thrown weapons or single projectile weapon is doubled.<br \/>Material Component: Ink, written in a mystical character on each weapon affected by the spell.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to a 3-ft. cube of fire","effect":"","area":"","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"As animate wood, but you can only animate a Small or smaller quantity of fire.\nAnimated fire deals fire damage equal to its slam damage (with no Strength penalty), has the burn special attack of a fire elemental (save DC 11), and the fire subtype.\nMaterial Component: A handful of charcoal, sulfur, and soda ash.","short_description":"As animate wood, but you can only animate a Small or smaller quantity of fire.","material_components":"0","name":"Animate Fire","level":"Wu Jen 3","full_text":"<div><p><h5>Animate Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>As animate wood, but you can only animate a Small or smaller quantity of fire.<br \/>Animated fire deals fire damage equal to its slam damage (with no Strength penalty), has the burn special attack of a fire elemental (save DC 11), and the fire subtype.<br \/>Material Component: A handful of charcoal, sulfur, and soda ash.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to a 5-ft. cube of water","effect":"","area":"","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"As animate wood, but you can only animate a Small or smaller quantity of water.\nMaterial Component: A small vial of pure spring water mixed with cinnabar oil.","short_description":"As animate wood, but you can only animate a Small or smaller quantity of water.","material_components":"0","name":"Animate Water","level":"Wu Jen 2","full_text":"<div><p><h5>Animate Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>As animate wood, but you can only animate a Small or smaller quantity of water.<br \/>Material Component: A small vial of pure spring water mixed with cinnabar oil.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"One Small or smaller wooden object","effect":"","area":"","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You imbue a Small or smaller object made of wood with mobility and a semblance of life.\nThe animated wood then attacks whomever or whatever you initially designate.\nStatistics for animated objects are found in the Monster Manual.\nThe spell cannot animate objects carried or worn by a creature.\nMaterial Component: A mixture of powdered cinnabar and ground peach pit.","short_description":"You imbue a Small or smaller object made of wood with mobility and a semblance of life.","material_components":"0","name":"Animate Wood","level":"Wu Jen 1","full_text":"<div><p><h5>Animate Wood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a Small or smaller object made of wood with mobility and a semblance of life.<br \/>The animated wood then attacks whomever or whatever you initially designate.<br \/>Statistics for animated objects are found in the Monster Manual.<br \/>The spell cannot animate objects carried or worn by a creature.<br \/>Material Component: A mixture of powdered cinnabar and ground peach pit.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"2 rounds\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"When you cast this spell, a mystical aura surrounds the subject creature, drawing attacks to the creature and making successful attacks more effective.\nThe subject takes an additional +1 point of damage per caster level (max +5) from each melee or ranged attack that deals damage to it.\nThis spell does not increase damage from spells.","short_description":"When you cast this spell, a mystical aura surrounds the subject creature, drawing attacks to the crea...","material_components":"0","name":"Attraction","level":"Shaman 1 \/ Sohei 1","full_text":"<div><p><h5>Attraction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 1 \/ Sohei 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, a mystical aura surrounds the subject creature, drawing attacks to the creature and making successful attacks more effective.<br \/>The subject takes an additional +1 point of damage per caster level (max +5) from each melee or ranged attack that deals damage to it.<br \/>This spell does not increase damage from spells.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal and touch","target":"You and one other Medium-size or smaller willing creatures\/four levels","effect":"","area":"","duration":"10 minutes (D)","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to soar on a magic chariot formed of cloud.\nWhen you cast the spell, you and any willing allies you are touching lift into the air on a small cloud and then fly away in whatever direction you desire.\nYou fly at the incredible speed of 10 miles per minute, so that over the spell's duration you can cover a distance of 100 miles.\nYou and your passengers feel none of the effects of this swift movement, and the ride is perfectly steady and calm--even in the worst weather.\nAt the end of the spell, the cloud settles gently to the ground and disappears.\nMaterial Component: A small ball of cotton.","short_description":"This spell allows you to soar on a magic chariot formed of cloud.","material_components":"0","name":"Cloud Chariot","level":"Wu Jen 8","full_text":"<div><p><h5>Cloud Chariot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal and touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to soar on a magic chariot formed of cloud.<br \/>When you cast the spell, you and any willing allies you are touching lift into the air on a small cloud and then fly away in whatever direction you desire.<br \/>You fly at the incredible speed of 10 miles per minute, so that over the spell&#39;s duration you can cover a distance of 100 miles.<br \/>You and your passengers feel none of the effects of this swift movement, and the ride is perfectly steady and calm&#8212;even in the worst weather.<br \/>At the end of the spell, the cloud settles gently to the ground and disappears.<br \/>Material Component: A small ball of cotton.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Your saliva changes into a virulent poison that you then spit forth in a 10-foot cone.\nCreatures within the cone must make a successful Fortitude saving throw or take 1d3 points of temporary Constitution damage.\n(There is no secondary damage).\nThe poison does not affect you.\nMaterial Component: A cobra's fang.","short_description":"Your saliva changes into a virulent poison that you then spit forth in a 10-foot cone.","material_components":"0","name":"Cobra's Breath","level":"Wu Jen 1","full_text":"<div><p><h5>Cobra's Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Your saliva changes into a virulent poison that you then spit forth in a 10-foot cone.<br \/>Creatures within the cone must make a successful Fortitude saving throw or take 1d3 points of temporary Constitution damage.<br \/>(There is no secondary damage).<br \/>The poison does not affect you.<br \/>Material Component: A cobra&#39;s fang.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Touch","target":"","effect":"A spring of water","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"A spring of water bubbles forth from the natural rock or earth you touch.\nThe spring cannot arise from creatures, plants, or artificial constructions such as buildings.\nThe spring puts forth six gallons of water per hour.\nThe water is fresh, clear (at the source), and cool.\nNo more than one spring may be created every 100 yards.\nFocus: A bamboo cane.","short_description":"A spring of water bubbles forth from the natural rock or earth you touch.","material_components":"0","name":"Create Spring","level":"Shaman 2","full_text":"<div><p><h5>Create Spring<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A spring of water<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A spring of water bubbles forth from the natural rock or earth you touch.<br \/>The spring cannot arise from creatures, plants, or artificial constructions such as buildings.<br \/>The spring puts forth six gallons of water per hour.<br \/>The water is fresh, clear (at the source), and cool.<br \/>No more than one spring may be created every 100 yards.<br \/>Focus: A bamboo cane.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One sword","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, you cause the target sword to hover and fight in the air, defending the character you designate.\nThe sword must be either unattended or in the possession of the willing ally who will benefit from the spell.\nThe sword fights using that character's base attack bonus and its base damage, with no adjustment for Strength or other ability scores.\nIf the character is not proficient with the sword, the sword suffers a -4 penalty on its attack rolls.\nThe sword stays within 5 feet of the character you designate, and drops to the ground if that character is dying or dead.\nControlling the sword requires no concentration, and the character can fight with another weapon at the same time.\nThe dancing blade prevents two opponents from receiving a flanking bonus against the character, though additional opponents can still gain a flanking bonus.\nMaterial Component: A tiny stick puppet.","short_description":"When you cast this spell, you cause the target sword to hover and fight in the air, defending the cha...","material_components":"0","name":"Dancing Blade","level":"Wu Jen 4","full_text":"<div><p><h5>Dancing Blade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you cause the target sword to hover and fight in the air, defending the character you designate.<br \/>The sword must be either unattended or in the possession of the willing ally who will benefit from the spell.<br \/>The sword fights using that character&#39;s base attack bonus and its base damage, with no adjustment for Strength or other ability scores.<br \/>If the character is not proficient with the sword, the sword suffers a -4 penalty on its attack rolls.<br \/>The sword stays within 5 feet of the character you designate, and drops to the ground if that character is dying or dead.<br \/>Controlling the sword requires no concentration, and the character can fight with another weapon at the same time.<br \/>The dancing blade prevents two opponents from receiving a flanking bonus against the character, though additional opponents can still gain a flanking bonus.<br \/>Material Component: A tiny stick puppet.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Fortitude partial","spell_resistance":"","description":"As iron scarf, but if you succeed with your ranged attack roll, the scarf wraps around the target's neck.\nThe target may then attempt a Fortitude saving throw; failure indicates that you are able to yank the scarf and decapitate the victim.\nThis spell works only against creatures with heads, and decapitation is only effective against living creatures (except vampires).\nOozes and many aberrations have no heads and are thus immune to this spell.\nConstructs and most undead are not harmed by the removal of their heads, so the spell is ineffective against them.\nLiving creatures that make successful Fortitude saves take 1d4 points of damage per caster level (maximum 20d4) before freeing themselves from the decapitating scarf.","short_description":"As iron scarf, but if you succeed with your ranged attack roll, the scarf wraps around the target's n...","material_components":"0","name":"Decapitating Scarf","level":"Wu Jen 7","full_text":"<div><p><h5>Decapitating Scarf<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><\/table><p>\t<p>As iron scarf, but if you succeed with your ranged attack roll, the scarf wraps around the target&#39;s neck.<br \/>The target may then attempt a Fortitude saving throw; failure indicates that you are able to yank the scarf and decapitate the victim.<br \/>This spell works only against creatures with heads, and decapitation is only effective against living creatures (except vampires).<br \/>Oozes and many aberrations have no heads and are thus immune to this spell.<br \/>Constructs and most undead are not harmed by the removal of their heads, so the spell is ineffective against them.<br \/>Living creatures that make successful Fortitude saves take 1d4 points of damage per caster level (maximum 20d4) before freeing themselves from the decapitating scarf.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"One creature","effect":"","area":"","duration":"2 rounds\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"This spell is similar to iron scarf, but you use the scarf to entangle a foe instead of dealing damage.\nAs with iron scarf, you seize a silk scarf and lash it toward one creature within range, and the scarf magically extends to reach the target and wrap around it.\nYou must have a line of sight to the target.\nYou make a ranged attack roll on the target.\nIf you hit, the target must make a successful saving throw or become entangled.\nAn entangled creature suffers a -2 penalty on attack rolls and a -4 penalty to effective Dexterity.\nThe entangled creature cannot move.\nA creature capable of spellcasting that is bound by this spell must make a Concentration check (DC 15) to cast a spell.\nAn entangled creature can slip free with an Escape Artist check (DC 20), or the scarf can be burst with a Strength check (DC 26).\nFocus: A silk scarf.","short_description":"This spell is similar to iron scarf, but you use the scarf to entangle a foe instead of dealing damag...","material_components":"0","name":"Entangling Scarf","level":"Wu Jen 2","full_text":"<div><p><h5>Entangling Scarf<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell is similar to iron scarf, but you use the scarf to entangle a foe instead of dealing damage.<br \/>As with iron scarf, you seize a silk scarf and lash it toward one creature within range, and the scarf magically extends to reach the target and wrap around it.<br \/>You must have a line of sight to the target.<br \/>You make a ranged attack roll on the target.<br \/>If you hit, the target must make a successful saving throw or become entangled.<br \/>An entangled creature suffers a -2 penalty on attack rolls and a -4 penalty to effective Dexterity.<br \/>The entangled creature cannot move.<br \/>A creature capable of spellcasting that is bound by this spell must make a Concentration check (DC 15) to cast a spell.<br \/>An entangled creature can slip free with an Escape Artist check (DC 20), or the scarf can be burst with a Strength check (DC 26).<br \/>Focus: A silk scarf.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"See text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject becomes fatigued, suffering an effective penalty of -2 to Strength and Dexterity.\nA fatigued character cannot run or charge and becomes exhausted by doing something that would normally cause fatigue.\nIf the subject is already fatigued when you cast the spell, it becomes exhausted, moving at half normal speed and suffering an effective penalty of -6 to Strength and Dexterity.\nThe subject can negate the effects of the spell through normal rest.\nThe creature must rest for 8 hours to remove the fatigue.","short_description":"The subject becomes fatigued, suffering an effective penalty of -2 to Strength and Dexterity.","material_components":"0","name":"Fatigue","level":"Shaman 4 \/ Sohei 4","full_text":"<div><p><h5>Fatigue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4 \/ Sohei 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes fatigued, suffering an effective penalty of -2 to Strength and Dexterity.<br \/>A fatigued character cannot run or charge and becomes exhausted by doing something that would normally cause fatigue.<br \/>If the subject is already fatigued when you cast the spell, it becomes exhausted, moving at half normal speed and suffering an effective penalty of -6 to Strength and Dexterity.<br \/>The subject can negate the effects of the spell through normal rest.<br \/>The creature must rest for 8 hours to remove the fatigue.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, AF","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"This spell transforms your arms into wings of brilliant fire, resembling those of a phoenix.\nThe flame does not damage you or any items you carry.\nSince your arms are transformed, you cannot hold items in your hands or cast spells while using the fire wings, but rings, bracers, and other items worn on your arms when you cast the spell still function normally.\nThe wings allow you to fly at a speed of 60 feet, with good maneuverability.\nYou can charge but not run while flying, and you cannot carry more than a light load aloft.\nIf the spell duration expires while you are aloft, you fall normally.\nYou can make unarmed attacks with the fire wings, but you are not considered proficient with them and thus suffer a -\n4 penalty on your attack rolls.\nA successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage.\nThe wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.\nMaterial Component: The feather of a bird, which you must burn when you cast the spell.\nFocus: A golden amulet shaped like a phoenix.","short_description":"This spell transforms your arms into wings of brilliant fire, resembling those of a phoenix.","material_components":"0","name":"Fire Wings","level":"Shugenja 3 \/ Wu Jen 3","full_text":"<div><p><h5>Fire Wings<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 3 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms your arms into wings of brilliant fire, resembling those of a phoenix.<br \/>The flame does not damage you or any items you carry.<br \/>Since your arms are transformed, you cannot hold items in your hands or cast spells while using the fire wings, but rings, bracers, and other items worn on your arms when you cast the spell still function normally.<br \/>The wings allow you to fly at a speed of 60 feet, with good maneuverability.<br \/>You can charge but not run while flying, and you cannot carry more than a light load aloft.<br \/>If the spell duration expires while you are aloft, you fall normally.<br \/>You can make unarmed attacks with the fire wings, but you are not considered proficient with them and thus suffer a &#8211; 4 penalty on your attack rolls.<br \/>A successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage.<br \/>The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.<br \/>Material Component: The feather of a bird, which you must burn when you cast the spell.<br \/>Focus: A golden amulet shaped like a phoenix.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"When you cast this spell, your body assumes truly gigantic proportions.\nThe spell causes you to grow to Huge or larger size, depending on your caster level.\nYour Strength, Dexterity, Constitution, natural armor, and size modifier to AC and attacks all change based on your new size, as shown on the table below.\nThe only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your giant form.\nMaterial Component: The scale of a dragon or hairs from the head of a giant.","short_description":"When you cast this spell, your body assumes truly gigantic proportions.","material_components":"0","name":"Giant Size","level":"Wu Jen 7","full_text":"<div><p><h5>Giant Size<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your body assumes truly gigantic proportions.<br \/>The spell causes you to grow to Huge or larger size, depending on your caster level.<br \/>Your Strength, Dexterity, Constitution, natural armor, and size modifier to AC and attacks all change based on your new size, as shown on the table below.<br \/>The only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your giant form.<br \/>Material Component: The scale of a dragon or hairs from the head of a giant.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain the Scent special ability (fully described in Chapter 3 of the Dungeon Master's Guide).\nYou can detect approaching enemies, sniff out hidden foes, and track by sense of smell.\nYou can detect opponents by sense of smell within 30 feet.\nIf the opponent is upwind, the range is 60 feet; if it is downwind, the range is only 15 feet.\nStrong and overpowering scents increase the range (as noted in the DMG).\nYou can note a creature's presence; determining the direction of the scent requires a move-equivalent action, and you can pinpoint the creature's location if you move to within 5 feet of it.\nYou can make a Wisdom check to find or follow a track by scent.\nThe typical DC for a fresh trail is 10.\nModifiers to the DC are listed in the DMG.\nWater ruins the trail.\nYou can identify familiar odors just like you identify familiar sights.\nHowever, an odor is not necessarily familiar to you if your only previous exposure to it was while you were not under the influence of horse's nose.\nYou only recognize odors that you could detect normally (without the aid of this spell).","short_description":"You gain the Scent special ability (fully described in Chapter 3 of the Dungeon Master's Guide).","material_components":"0","name":"Horse's Nose","level":"Shugenja 2","full_text":"<div><p><h5>Horse's Nose<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain the Scent special ability (fully described in Chapter 3 of the Dungeon Master&#39;s Guide).<br \/>You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.<br \/>You can detect opponents by sense of smell within 30 feet.<br \/>If the opponent is upwind, the range is 60 feet; if it is downwind, the range is only 15 feet.<br \/>Strong and overpowering scents increase the range (as noted in the <span class=caps>DMG<\/span>).<br \/>You can note a creature&#39;s presence; determining the direction of the scent requires a move-equivalent action, and you can pinpoint the creature&#39;s location if you move to within 5 feet of it.<br \/>You can make a Wisdom check to find or follow a track by scent.<br \/>The typical DC for a fresh trail is 10.<br \/>Modifiers to the DC are listed in the <span class=caps>DMG<\/span>.<br \/>Water ruins the trail.<br \/>You can identify familiar odors just like you identify familiar sights.<br \/>However, an odor is not necessarily familiar to you if your only previous exposure to it was while you were not under the influence of horse&#39;s nose.<br \/>You only recognize odors that you could detect normally (without the aid of this spell).<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, you seize a silk scarf and lash it toward one creature within range.\nYou must have a line of sight to the target.\nYou make a ranged attack roll on the target as the scarf magically extends and becomes as hard as iron on impact.\nIf you hit, the target takes 1d8 points of damage +1 per caster level (maximum +5).\nFocus: A silk scarf.","short_description":"When you cast this spell, you seize a silk scarf and lash it toward one creature within range.","material_components":"0","name":"Iron Scarf","level":"Wu Jen 1","full_text":"<div><p><h5>Iron Scarf<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you seize a silk scarf and lash it toward one creature within range.<br \/>You must have a line of sight to the target.<br \/>You make a ranged attack roll on the target as the scarf magically extends and becomes as hard as iron on impact.<br \/>If you hit, the target takes 1d8 points of damage +1 per caster level (maximum +5).<br \/>Focus: A silk scarf.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"No","description":"This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range.\nThe magnetic ray draws objects toward you with an effective Strength score of 30.\nEach round the spell lasts, you can target one item with a ranged touch attack.\nIf you hit an item that another creature is holding (such as a weapon), you and the creature holding the item must make opposed rolls, as if you were making a normal disarm attempt.\nYou add your base attack bonus and the ray's Strength bonus (+10) to your roll.\nYour opponent uses a melee attack roll, modified by +4 if she is using a weapon in two hands.\nIf the weapon is larger or smaller than your size, your opponent gets an additional +\/-4 per size category difference.\nIf you win the opposed roll, the weapon flies from your opponent's hand to your own.\nIf you hit an attended item, such as a weapon at someone's belt, the creature wearing the item can make a Reflex save to keep hold of the item.\nIf you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand.\nIf the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray) to break or burst whatever is securing it.\nMaterial Component: A piece of lodestone.","short_description":"This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any o...","material_components":"0","name":"Magnetism","level":"Wu Jen 3","full_text":"<div><p><h5>Magnetism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range.<br \/>The magnetic ray draws objects toward you with an effective Strength score of 30.<br \/>Each round the spell lasts, you can target one item with a ranged touch attack.<br \/>If you hit an item that another creature is holding (such as a weapon), you and the creature holding the item must make opposed rolls, as if you were making a normal disarm attempt.<br \/>You add your base attack bonus and the ray&#39;s Strength bonus (+10) to your roll.<br \/>Your opponent uses a melee attack roll, modified by +4 if she is using a weapon in two hands.<br \/>If the weapon is larger or smaller than your size, your opponent gets an additional +\/-4 per size category difference.<br \/>If you win the opposed roll, the weapon flies from your opponent&#39;s hand to your own.<br \/>If you hit an attended item, such as a weapon at someone&#39;s belt, the creature wearing the item can make a Reflex save to keep hold of the item.<br \/>If you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand.<br \/>If the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray) to break or burst whatever is securing it.<br \/>Material Component: A piece of lodestone.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell transforms the skin of the recipient into a gleaming metallic surface.\nThe recipient's natural armor bonus becomes +8 (unless it was already better than +8), but the creature also becomes somewhat slow and stiff, suffering a -2 penalty to effective Dexterity for the duration of the spell.\nMaterial Component: A small piece of rhinoceros hide.","short_description":"This spell transforms the skin of the recipient into a gleaming metallic surface.","material_components":"0","name":"Metal Skin","level":"Wu Jen 5","full_text":"<div><p><h5>Metal Skin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms the skin of the recipient into a gleaming metallic surface.<br \/>The recipient&#39;s natural armor bonus becomes +8 (unless it was already better than +8), but the creature also becomes somewhat slow and stiff, suffering a -2 penalty to effective Dexterity for the duration of the spell.<br \/>Material Component: A small piece of rhinoceros hide.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"When you cast this spell, your body becomes very small.\nThe spell causes you to shrink to Tiny or smaller size, depending on your caster level.\nYour Strength, Dexterity, Constitution, and size modifier to AC and attacks all change based on your new size, as shown on the table below.\nNone of your ability scores can be reduced below 1 by this spell.\nThe only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your minute form.\nMaterial Component: A flea.","short_description":"When you cast this spell, your body becomes very small.","material_components":"0","name":"Minute Form","level":"Wu Jen 8","full_text":"<div><p><h5>Minute Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your body becomes very small.<br \/>The spell causes you to shrink to Tiny or smaller size, depending on your caster level.<br \/>Your Strength, Dexterity, Constitution, and size modifier to AC and attacks all change based on your new size, as shown on the table below.<br \/>None of your ability scores can be reduced below 1 by this spell.<br \/>The only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your minute form.<br \/>Material Component: A flea.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"One creature","effect":"","area":"","duration":"","saving_throw":"Fortitude negates (see text)","spell_resistance":"","description":"As rain of needles, but the needles drip with poison.\nYou can attack only one target, and you must succeed on a normal ranged attack to harm the target.\nIf you hit, the target suffers the effect of the poison needles.\nYou can choose one of the following effects:\n* 1d8 points of temporary Constitution damage immediately and another 1d8 points of temporary Constitution damage 1 minute later.\nEach instance of damage can be negated by a successful Fortitude save (DC 10 + 1\/2 caster's level + caster's Intelligence modifier).\n* Paralysis for 2d6 minutes, negated by a successful Fortitude save (DC 10 + 1\/2 caster's level + caster's Intelligence modifier).\n* 1d10 points of temporary Dexterity damage immediately and another 1d10 points of temporary Dexterity damage 1 minute later.\nEach instance of damage can be negated by a successful Fortitude save (DC 10 + 1\/2 caster's level + caster's Intelligence modifier).","short_description":"As rain of needles, but the needles drip with poison.","material_components":"0","name":"Poison Needles","level":"Wu Jen 4","full_text":"<div><p><h5>Poison Needles<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><\/table><p>\t<p>As rain of needles, but the needles drip with poison.<br \/>You can attack only one target, and you must succeed on a normal ranged attack to harm the target.<br \/>If you hit, the target suffers the effect of the poison needles.<br \/>You can choose one of the following effects:\n\t<ul>\n\t\t<li>1d8 points of temporary Constitution damage immediately and another 1d8 points of temporary Constitution damage 1 minute later.<\/li>\n\t<\/ul><br \/>Each instance of damage can be negated by a successful Fortitude save (DC 10 + 1\/2 caster&#39;s level + caster&#39;s Intelligence modifier).\n\t<ul>\n\t\t<li>Paralysis for 2d6 minutes, negated by a successful Fortitude save (DC 10 + 1\/2 caster&#39;s level + caster&#39;s Intelligence modifier).<\/li>\n\t\t<li>1d10 points of temporary Dexterity damage immediately and another 1d10 points of temporary Dexterity damage 1 minute later.<\/li>\n\t<\/ul><br \/>Each instance of damage can be negated by a successful Fortitude save (DC 10 + 1\/2 caster&#39;s level + caster&#39;s Intelligence modifier).<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, you hurl a needle in the direction of one target.\nThe spell multiplies this single needle into a hail of needles that deal damage to the targets you select.\nYou make a normal ranged attack against each target separately, suffering no penalty for lack of proficiency.\nThe needles, combined, do 1d4 points of damage per caster level (maximum 5d4), but you can divide this damage up among the targets you select.\nThus, a 4th-level wu jen can target a single creature with an attack that deals 4d4 points of damage if successful, two creatures for 2d4 points of damage each, four creatures for 1d4 points of damage each, or some other division of the damage dice.\nMaterial Component: A long metal needle.","short_description":"When you cast this spell, you hurl a needle in the direction of one target.","material_components":"0","name":"Rain of Needles","level":"Wu Jen 2","full_text":"<div><p><h5>Rain of Needles<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you hurl a needle in the direction of one target.<br \/>The spell multiplies this single needle into a hail of needles that deal damage to the targets you select.<br \/>You make a normal ranged attack against each target separately, suffering no penalty for lack of proficiency.<br \/>The needles, combined, do 1d4 points of damage per caster level (maximum 5d4), but you can divide this damage up among the targets you select.<br \/>Thus, a 4th-level wu jen can target a single creature with an attack that deals 4d4 points of damage if successful, two creatures for 2d4 points of damage each, four creatures for 1d4 points of damage each, or some other division of the damage dice.<br \/>Material Component: A long metal needle.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"10 minutes","range":"Touch","target":"Up to one living creature touched per two levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The creatures you touch gain the benefits of 8 hours of restful sleep.\nIf a subject was fatigued, the fatigue and its penalties are removed.\nIf a subject was already well rested, it does not need to rest or sleep during the next 24 hours.\nArcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.","short_description":"The creatures you touch gain the benefits of 8 hours of restful sleep.","material_components":"0","name":"Remove Fatigue","level":"Shaman 4 \/ Sohei 4","full_text":"<div><p><h5>Remove Fatigue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4 \/ Sohei 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The creatures you touch gain the benefits of 8 hours of restful sleep.<br \/>If a subject was fatigued, the fatigue and its penalties are removed.<br \/>If a subject was already well rested, it does not need to rest or sleep during the next 24 hours.<br \/>Arcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"2 rounds\/level","saving_throw":"","spell_resistance":"","description":"When you cast this spell, your skin toughens and shimmers as if covered with scales.\nYou gain a +2 natural armor bonus to AC.\nThis bonus increases to +3 at 3rd level, +4 at 6th level, and +5 at 12th level and up.\nSince the AC bonus is a natural armor bonus, it does not stack with any natural armor you may already have.\nFocus: A tattoo of a lizard on your skin.","short_description":"When you cast this spell, your skin toughens and shimmers as if covered with scales.","material_components":"0","name":"Scales of the Lizard","level":"Wu Jen 1","full_text":"<div><p><h5>Scales of the Lizard<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds\/level<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your skin toughens and shimmers as if covered with scales.<br \/>You gain a +2 natural armor bonus to AC.<br \/>This bonus increases to +3 at 3rd level, +4 at 6th level, and +5 at 12th level and up.<br \/>Since the AC bonus is a natural armor bonus, it does not stack with any natural armor you may already have.<br \/>Focus: A tattoo of a lizard on your skin.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Touch","target":"","effect":"A ladder of smoke, up to 10 ft. long\/level","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Using this spell, you can mold and shape ordinary smoke into a misty ladder.\nReaching into the smoke given off by a fire, you cast the spell while shaping the ladder.\nThe ladder weighs virtually nothing, and you can easily handle a smoke ladder of any length.\nFurthermore, the ladder is always steady and rigid; it need not be supported or leaned against an object.\nYou simply place it in the desired position and climb.\nYou can extend the spell's duration by casting the spell again on the smoke ladder.\nFocus: A large fire of green wood.","short_description":"Using this spell, you can mold and shape ordinary smoke into a misty ladder.","material_components":"0","name":"Smoke Ladder","level":"Wu Jen 1","full_text":"<div><p><h5>Smoke Ladder<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A ladder of smoke, up to 10 ft. long\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Using this spell, you can mold and shape ordinary smoke into a misty ladder.<br \/>Reaching into the smoke given off by a fire, you cast the spell while shaping the ladder.<br \/>The ladder weighs virtually nothing, and you can easily handle a smoke ladder of any length.<br \/>Furthermore, the ladder is always steady and rigid; it need not be supported or leaned against an object.<br \/>You simply place it in the desired position and climb.<br \/>You can extend the spell&#39;s duration by casting the spell again on the smoke ladder.<br \/>Focus: A large fire of green wood.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One or two creatures","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"When you cast this spell, your snake tattoos (the spell's focus) transform into real snakes that fly from you to the target or targets you select, striking like darts and injecting poison into the victims.\nThe snakes always hit, and deal 2d6 points of damage from the impact alone.\nThe poison deals 1d6 points of temporary Constitution damage immediately and another 1d6 points of temporary Constitution damage 1 minute later.\nEach instance of ability damage can be negated by a successful Fortitude save (DC 10 + 1\/2 caster's level + caster's Intelligence modifier).\nAfter striking the targets, the snakes fly back to you.\nYou must swallow the living snakes before you can cast the spell again; doing so is a standard action that causes you no harm.\nWhen you swallow the snakes, the tattoos reappear on your arms.\nFocus: Two snake tattoos on your skin, usually one coiled around each forearm.","short_description":"When you cast this spell, your snake tattoos (the spell's focus) transform into real snakes that fly ...","material_components":"0","name":"Snake Darts","level":"Wu Jen 4","full_text":"<div><p><h5>Snake Darts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your snake tattoos (the spell&#39;s focus) transform into real snakes that fly from you to the target or targets you select, striking like darts and injecting poison into the victims.<br \/>The snakes always hit, and deal 2d6 points of damage from the impact alone.<br \/>The poison deals 1d6 points of temporary Constitution damage immediately and another 1d6 points of temporary Constitution damage 1 minute later.<br \/>Each instance of ability damage can be negated by a successful Fortitude save (DC 10 + 1\/2 caster&#39;s level + caster&#39;s Intelligence modifier).<br \/>After striking the targets, the snakes fly back to you.<br \/>You must swallow the living snakes before you can cast the spell again; doing so is a standard action that causes you no harm.<br \/>When you swallow the snakes, the tattoos reappear on your arms.<br \/>Focus: Two snake tattoos on your skin, usually one coiled around each forearm.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One spirit creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"When you cast this spell, you hurl a long needle at a spirit creature, making a normal ranged attack against the spirit.\nThe needle can hit incorporeal and even ethereal creatures, though it has no enhancement bonus.\nIf you hit, the spirit becomes corporeal and is held in place, unable to move for the duration of the spell (though it can still take nonmovement actions, including attacks).\nThe spirit takes no damage from the needle, but it becomes much more vulnerable to further attacks, losing any Dexterity bonus to AC and giving attackers a +4 bonus on attack rolls, in addition to losing the protective benefits of incorporeality.\nThe spirit cannot remove the needle that pins it in place, but another creature can remove it by using the aid another action.\nA pinned spirit is unable to use any supernatural or spell-like ability to alter its substance (such as gaseous form, ethereal jaunt, or becoming incorporeal again) or transport itself (including dimension door and teleport).\nFocus: A long metal needle.","short_description":"When you cast this spell, you hurl a long needle at a spirit creature, making a normal ranged attack ...","material_components":"0","name":"Spirit Needle","level":"Wu Jen 6","full_text":"<div><p><h5>Spirit Needle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you hurl a long needle at a spirit creature, making a normal ranged attack against the spirit.<br \/>The needle can hit incorporeal and even ethereal creatures, though it has no enhancement bonus.<br \/>If you hit, the spirit becomes corporeal and is held in place, unable to move for the duration of the spell (though it can still take nonmovement actions, including attacks).<br \/>The spirit takes no damage from the needle, but it becomes much more vulnerable to further attacks, losing any Dexterity bonus to AC and giving attackers a +4 bonus on attack rolls, in addition to losing the protective benefits of incorporeality.<br \/>The spirit cannot remove the needle that pins it in place, but another creature can remove it by using the aid another action.<br \/>A pinned spirit is unable to use any supernatural or spell-like ability to alter its substance (such as gaseous form, ethereal jaunt, or becoming incorporeal again) or transport itself (including dimension door and teleport).<br \/>Focus: A long metal needle.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Ten miles\/level","target":"Up to ten creatures\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell.\nThe specific identity of each recipient need not be known,\nbut you must be able to distinguish them by their position or some feature other than race or character class.\nFor example, you could send the message to the soldiers of your palace guard or to the governors of all the provinces in the empire.\nThe summoning wind travels to each recipient, provided that it can find a way from you to their locations.\n(It can't pass through walls, for instance).\nThe summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients.\nIt then delivers its whisper-quiet message or other sound and dissipates.\nYou can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the summoning wind seem to be a faint stirring of the air.\nYou can likewise cause the summoning wind to move as slowly as one mile per hour or as quickly as one mile per 10 minutes.\nWhen the spell reaches its objective, it swirls and remains until the message is delivered.\nAs with magic mouth, summoning wind cannot speak verbal components, use command words, or activate magical effects.\nThis spell is commonly used to rally troops, send warnings, or disseminate proclamations.","short_description":"You send a message or sound on the wind to a number of specific creatures that you identify while cas...","material_components":"0","name":"Summoning Wind","level":"Wu Jen 5","full_text":"<div><p><h5>Summoning Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Ten miles\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell.<br \/>The specific identity of each recipient need not be known,<br \/>but you must be able to distinguish them by their position or some feature other than race or character class.<br \/>For example, you could send the message to the soldiers of your palace guard or to the governors of all the provinces in the empire.<br \/>The summoning wind travels to each recipient, provided that it can find a way from you to their locations.<br \/>(It can&#39;t pass through walls, for instance).<br \/>The summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients.<br \/>It then delivers its whisper-quiet message or other sound and dissipates.<br \/>You can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the summoning wind seem to be a faint stirring of the air.<br \/>You can likewise cause the summoning wind to move as slowly as one mile per hour or as quickly as one mile per 10 minutes.<br \/>When the spell reaches its objective, it swirls and remains until the message is delivered.<br \/>As with magic mouth, summoning wind cannot speak verbal components, use command words, or activate magical effects.<br \/>This spell is commonly used to rally troops, send warnings, or disseminate proclamations.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Up to one living creature touched\/two levels","effect":"","area":"","duration":"6 hours\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"The recipients of the spell can go without food or water for the duration of the spell, feeling no hunger and suffering no ill effects from the deprivation.\nAn affected creature can eat or drink normally without difficulty.\nWhen the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals.\nThe size of the creature is not a factor; a tiny lizard and a dragon are both fully nourished by the spell.\nIf a target of the spell is suffering from hunger and thirst, the spell relieves the creature as if it had eaten one healthy meal for every 6 hours of the spell's duration.\nMaterial Component: A flask of warm sake and a rice cake.","short_description":"The recipients of the spell can go without food or water for the duration of the spell, feeling no hu...","material_components":"0","name":"Sustain","level":"Shaman 4 \/ Sohei 4","full_text":"<div><p><h5>Sustain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 4 \/ Sohei 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>6 hours\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The recipients of the spell can go without food or water for the duration of the spell, feeling no hunger and suffering no ill effects from the deprivation.<br \/>An affected creature can eat or drink normally without difficulty.<br \/>When the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals.<br \/>The size of the creature is not a factor; a tiny lizard and a dragon are both fully nourished by the spell.<br \/>If a target of the spell is suffering from hunger and thirst, the spell relieves the creature as if it had eaten one healthy meal for every 6 hours of the spell&#39;s duration.<br \/>Material Component: A flask of warm sake and a rice cake.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"3 rounds\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell gives the recipient the ability to swim with the ease of a fish, though it does not impart the ability to breathe water.\nThe creature can swim at its normal (land) speed without making Swim checks, so long as it is not carrying more than a light load.\nIt gains a +8 competence bonus on any Swim checks to perform some special action or avoid a hazard, though it still suffers the normal penalty for weight carried (-1 per 5 pounds carried).\nIt can always choose to take 10, even if rushed or threatened when swimming.\nThe creature can use the run action while swimming, provided it swims in a straight line.\nIf the creature is carrying more than a light load, it still gains the +8 competence bonus on Swim checks, but it must make Swim checks to move (including the normal penalty for weight carried).\nThe other benefits of the spell still apply.\nMaterial Component: A goldfish scale.","short_description":"This spell gives the recipient the ability to swim with the ease of a fish, though it does not impart...","material_components":"0","name":"Swim","level":"Wu Jen 2","full_text":"<div><p><h5>Swim<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell gives the recipient the ability to swim with the ease of a fish, though it does not impart the ability to breathe water.<br \/>The creature can swim at its normal (land) speed without making Swim checks, so long as it is not carrying more than a light load.<br \/>It gains a +8 competence bonus on any Swim checks to perform some special action or avoid a hazard, though it still suffers the normal penalty for weight carried (-1 per 5 pounds carried).<br \/>It can always choose to take 10, even if rushed or threatened when swimming.<br \/>The creature can use the run action while swimming, provided it swims in a straight line.<br \/>If the creature is carrying more than a light load, it still gains the +8 competence bonus on Swim checks, but it must make Swim checks to move (including the normal penalty for weight carried).<br \/>The other benefits of the spell still apply.<br \/>Material Component: A goldfish scale.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into a Huge animated object.\nLike a terra cotta warrior, a terra cotta lion has improved speed (30 feet) and a hardness of 6.\nIt has none of the special attack forms described in the Monster Manual.\nFocus: A terra cotta statue of a foo lion, up to 1 foot tall and costing 10 gp.\nIf the terra cotta lion remains intact at the end of the spell, the statuette can be reused.\nOtherwise, it must be repaired or replaced.","short_description":"As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into...","material_components":"0","name":"Terra Cotta Lion","level":"Wu Jen 5","full_text":"<div><p><h5>Terra Cotta Lion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into a Huge animated object.<br \/>Like a terra cotta warrior, a terra cotta lion has improved speed (30 feet) and a hardness of 6.<br \/>It has none of the special attack forms described in the Monster Manual.<br \/>Focus: A terra cotta statue of a foo lion, up to 1 foot tall and costing 10 gp.<br \/>If the terra cotta lion remains intact at the end of the spell, the statuette can be reused.<br \/>Otherwise, it must be repaired or replaced.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"One statuette","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Terra cotta statues are popular items of decoration and devotion.\nThis spell turns an innocuous statuette, no more than 6 inches tall, into a full-sized warrior, ready to fight your foes.\nThe statuette becomes a Medium-size animated object, as described in the Monster Manual.\nThe statuette has a speed of 40 feet and a hardness of 6.\nIt has none of the special attack forms described in the Monster Manual.\nFocus: A terra cotta statue of a warrior, up to 6 inches tall and costing 1 gp.\nIf the terra cotta warrior remains intact at the end of the spell, the statuette can be reused.\nOtherwise, it must be repaired or replaced.","short_description":"Terra cotta statues are popular items of decoration and devotion.","material_components":"0","name":"Terra Cotta Warrior","level":"Wu Jen 3","full_text":"<div><p><h5>Terra Cotta Warrior<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Terra cotta statues are popular items of decoration and devotion.<br \/>This spell turns an innocuous statuette, no more than 6 inches tall, into a full-sized warrior, ready to fight your foes.<br \/>The statuette becomes a Medium-size animated object, as described in the Monster Manual.<br \/>The statuette has a speed of 40 feet and a hardness of 6.<br \/>It has none of the special attack forms described in the Monster Manual.<br \/>Focus: A terra cotta statue of a warrior, up to 6 inches tall and costing 1 gp.<br \/>If the terra cotta warrior remains intact at the end of the spell, the statuette can be reused.<br \/>Otherwise, it must be repaired or replaced.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you become so completely attuned to the element of wood that your skin sprouts thorns all over.\nThese thorns do not damage you, but they both increase the damage you can deal with an unarmed attack and make you a dangerous person to grab.\nWhen you make a successful unarmed attack, you deal 1d6 points of normal, not subdual, piercing damage.\nIf you already deal extra damage, because you are a multiclassed monk or for any other reason, your damage increases by one die type: 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, 1d12 to 1d20, 1d20 to 2d12.\nIf you have another form of natural attack, such as a claw attack, use 1d6 or your claw damage, whichever is better.\nA creature that hits you with a natural weapon or unarmed attack, including an attempt to grapple, takes 1d4 points of piercing damage.\nMaterial Component: A thorn.","short_description":"When you cast this spell, you become so completely attuned to the element of wood that your skin spro...","material_components":"0","name":"Thornskin","level":"Wu Jen 3","full_text":"<div><p><h5>Thornskin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you become so completely attuned to the element of wood that your skin sprouts thorns all over.<br \/>These thorns do not damage you, but they both increase the damage you can deal with an unarmed attack and make you a dangerous person to grab.<br \/>When you make a successful unarmed attack, you deal 1d6 points of normal, not subdual, piercing damage.<br \/>If you already deal extra damage, because you are a multiclassed monk or for any other reason, your damage increases by one die type: 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, 1d12 to 1d20, 1d20 to 2d12.<br \/>If you have another form of natural attack, such as a claw attack, use 1d6 or your claw damage, whichever is better.<br \/>A creature that hits you with a natural weapon or unarmed attack, including an attempt to grapple, takes 1d4 points of piercing damage.<br \/>Material Component: A thorn.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Shadowlands creature touched","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"When you cast this spell, you attempt to draw out the impure substance of a Tainted creature and replace it with your own pure substance.\nThe spell is draining for you to cast, but it is deadly to creatures that are infected with the Shadowlands Taint.\nYou can only cast this spell on a Shadowlands creature (a creature with the Shadowlands subtype or with a Taint score).\nWhen you touch the creature, it must make a Fortitude saving throw.\nIf it succeeds, it is unaffected by the spell.\nIf it fails, its skin turns to jade and it is immobilized, standing helpless.\nThe creature is aware and breathes normally, but cannot take any physical actions, even speech.\nIt can, however, execute purely mental actions (such as using a spell-like ability).\nThe effect is similar to that of hold person.\nEach round you maintain the spell, the creature must attempt another Fortitude save.\nIf it fails the save, it takes 1d6 points of permanent Constitution drain.\nEach round you maintain the spell, however, you take 1d6 points of subdual damage.\nIf you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.\nMaterial Component: A finger of jade worth at least 50 gp.","short_description":"When you cast this spell, you attempt to draw out the impure substance of a Tainted creature and repl...","material_components":"0","name":"Tomb of Jade","level":"Shugenja 7","full_text":"<div><p><h5>Tomb of Jade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shugenja 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you attempt to draw out the impure substance of a Tainted creature and replace it with your own pure substance.<br \/>The spell is draining for you to cast, but it is deadly to creatures that are infected with the Shadowlands Taint.<br \/>You can only cast this spell on a Shadowlands creature (a creature with the Shadowlands subtype or with a Taint score).<br \/>When you touch the creature, it must make a Fortitude saving throw.<br \/>If it succeeds, it is unaffected by the spell.<br \/>If it fails, its skin turns to jade and it is immobilized, standing helpless.<br \/>The creature is aware and breathes normally, but cannot take any physical actions, even speech.<br \/>It can, however, execute purely mental actions (such as using a spell-like ability).<br \/>The effect is similar to that of hold person.<br \/>Each round you maintain the spell, the creature must attempt another Fortitude save.<br \/>If it fails the save, it takes 1d6 points of permanent Constitution drain.<br \/>Each round you maintain the spell, however, you take 1d6 points of subdual damage.<br \/>If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.<br \/>Material Component: A finger of jade worth at least 50 gp.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell lowers the subject's damage reduction value by 5\/+1.\nThus, if you successfully cast vulnerability on a dragon with damage reduction 15\/+2, its damage reduction becomes 10\/+1.\nFor every three caster levels beyond 11th, the damage reduction decreases by an additional 5\/+1: 10\/+2 at 14th, 15\/+3 at 17th, and 20\/+4 at 20th.","short_description":"This spell lowers the subject's damage reduction value by 5\/+1.","material_components":"0","name":"Vulnerability","level":"Shaman 6","full_text":"<div><p><h5>Vulnerability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell lowers the subject&#39;s damage reduction value by 5\/+1.<br \/>Thus, if you successfully cast vulnerability on a dragon with damage reduction 15\/+2, its damage reduction becomes 10\/+1.<br \/>For every three caster levels beyond 11th, the damage reduction decreases by an additional 5\/+1: 10\/+2 at 14th, 15\/+3 at 17th, and 20\/+4 at 20th.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"1 pint of water\/three levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell transforms a volume of water into an equal volume of ingested poison.\nThe saving throw DC of the poison is the same as the spell's DC would be (15 + your Intelligence modifier).\nThe poison's initial damage is 1 point of temporary Constitution damage, and its secondary damage is 1d8 points of temporary Constitution damage.\nA single swallow of poison is enough to cause this effect, but drinking more does not increase the effect.\nMaterial Component: The fang of a poisonous snake.","short_description":"This spell transforms a volume of water into an equal volume of ingested poison.","material_components":"0","name":"Water to Poison","level":"Wu Jen 4","full_text":"<div><p><h5>Water to Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms a volume of water into an equal volume of ingested poison.<br \/>The saving throw DC of the poison is the same as the spell&#39;s DC would be (15 + your Intelligence modifier).<br \/>The poison&#39;s initial damage is 1 point of temporary Constitution damage, and its secondary damage is 1d8 points of temporary Constitution damage.<br \/>A single swallow of poison is enough to cause this effect, but drinking more does not increase the effect.<br \/>Material Component: The fang of a poisonous snake.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"10 minutes","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You prepare one weapon for combat against a particular foe.\nWhile casting the spell, you write the identity of the foe on the weapon, along with spirit invocations to give the weapon power.\nAlthough you do not need to know the exact name of the intended victim, you must still identify the creature specifically.\nYou cannot, for example, bless a weapon for use against a kappa, but you can bless it for use against the kappa who lives in Ch'i Sheng's pond.\nThe first time the blessed weapon is used against the target creature, its wielder gains a +5 enhancement bonus on the first attack roll and a +5 bonus on damage if the first attack is successful.\nAfter the first attack, or if the weapon is used against another foe before it is used against the target creature, the writings on the blade disappear and the spell effect ends.\nFocus: A writing brush and ink.","short_description":"You prepare one weapon for combat against a particular foe.","material_components":"0","name":"Weapon Bless","level":"Shaman 1 \/ Sohei 1","full_text":"<div><p><h5>Weapon Bless<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Shaman 1 \/ Sohei 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You prepare one weapon for combat against a particular foe.<br \/>While casting the spell, you write the identity of the foe on the weapon, along with spirit invocations to give the weapon power.<br \/>Although you do not need to know the exact name of the intended victim, you must still identify the creature specifically.<br \/>You cannot, for example, bless a weapon for use against &quot;a kappa&quot;, but you can bless it for use against &quot;the kappa who lives in Ch&#39;i Sheng&#39;s pond&quot;.<br \/>The first time the blessed weapon is used against the target creature, its wielder gains a +5 enhancement bonus on the first attack roll and a +5 bonus on damage if the first attack is successful.<br \/>After the first attack, or if the weapon is used against another foe before it is used against the target creature, the writings on the blade disappear and the spell effect ends.<br \/>Focus: A writing brush and ink.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One nonmagical wooden object (or the volume of the object within 3 ft. of the touched point) or one plant creature","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"No","description":"Any wood item or plant creature you touch becomes instantaneously rotted, decayed, and worthless, effectively destroyed.\nIf the item is so large that it cannot fit within a 3-foot radius (a large wooden door), a 3-foot-radius volume of the wood is rotten and destroyed.\nWooden magic items are immune to this spell.\nYou may employ wood rot in combat with a successful melee touch attack.\nWood rot used in this way instantaneously destroys 1d6 points of Armor Class gained from wooden armor or shields (up to the maximum amount of protection the armor offered).\nWeapons in use by an opponent targeted by the spell are more difficult to grasp.\nYou must succeed at a melee touch attack against the weapon.\nA wooden or wooden-hafted weapon that is hit is destroyed.\nNote: Striking at an opponent's weapon provokes an attack of opportunity.\nAlso, you must touch the weapon and not the other way around.\nAgainst plant creatures, wood rot instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack.\nThe spell lasts for 1 round per level, and you can make one melee touch attack per round.\nMaterial Component: A live termite.","short_description":"Any wood item or plant creature you touch becomes instantaneously rotted, decayed, and worthless, eff...","material_components":"0","name":"Wood Rot","level":"Wu Jen 5","full_text":"<div><p><h5>Wood Rot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Any wood item or plant creature you touch becomes instantaneously rotted, decayed, and worthless, effectively destroyed.<br \/>If the item is so large that it cannot fit within a 3-foot radius (a large wooden door), a 3-foot-radius volume of the wood is rotten and destroyed.<br \/>Wooden magic items are immune to this spell.<br \/>You may employ wood rot in combat with a successful melee touch attack.<br \/>Wood rot used in this way instantaneously destroys 1d6 points of Armor Class gained from wooden armor or shields (up to the maximum amount of protection the armor offered).<br \/>Weapons in use by an opponent targeted by the spell are more difficult to grasp.<br \/>You must succeed at a melee touch attack against the weapon.<br \/>A wooden or wooden-hafted weapon that is hit is destroyed.<br \/>Note: Striking at an opponent&#39;s weapon provokes an attack of opportunity.<br \/>Also, you must touch the weapon and not the other way around.<br \/>Against plant creatures, wood rot instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack.<br \/>The spell lasts for 1 round per level, and you can make one melee touch attack per round.<br \/>Material Component: A live termite.<\/p><\/p>Reference: Oriental Adventures<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You gain a temporary respite from the natural effects of a specific plane.\nThese effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.\nAvoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait.\nAvoid planar effects allows a character to breathe water on a water-dominant plane and ignore the threat of suffocation on an earth-dominant plane.\nA character protected by avoid planar effects can't be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character's full normal hit point total.\nNegative-dominant planes don't deal damage or bestow negative levels to characters protected by avoid planar effects.\nIn addition, some effects specific to a plane are negated by avoid planar effects.\nIn the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells.\nThe DM can add additional protections for a cosmology he creates.\nIf the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane.\nThe effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait that some planes (such as Elysium and Hades) have.\nThe spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.\nThis spell allows you to survive on the Elemental Plane of Earth, but it won't protect you if you walk into a pool of magma on that same plane.","short_description":"You gain a temporary respite from the natural effects of a specific plane.","material_components":"0","name":"Avoid Planar Effects","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Avoid Planar Effects<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a temporary respite from the natural effects of a specific plane.<br \/>These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.<br \/>Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait.<br \/>Avoid planar effects allows a character to breathe water on a water-dominant plane and ignore the threat of suffocation on an earth-dominant plane.<br \/>A character protected by avoid planar effects can&#39;t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character&#39;s full normal hit point total.<br \/>Negative-dominant planes don&#39;t deal damage or bestow negative levels to characters protected by avoid planar effects.<br \/>In addition, some effects specific to a plane are negated by avoid planar effects.<br \/>In the D&amp;D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells.<br \/>The DM can add additional protections for a cosmology he creates.<br \/>If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane.<br \/>The effects of gravity traits, alignment traits, and magic traits aren&#39;t negated by avoid planar effects, nor is the special entrapping trait that some planes (such as Elysium and Hades) have.<br \/>The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.<br \/>This spell allows you to survive on the Elemental Plane of Earth, but it won&#39;t protect you if you walk into a pool of magma on that same plane.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"","target":"You","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Flickering yellow chaotic energy surrounds you.\nThis power grants you spell resistance 12 + caster level against spells with the lawful descriptor.","short_description":"Flickering yellow chaotic energy surrounds you.","material_components":"0","name":"Mantle of Chaos","level":"Cleric 3","full_text":"<div><p><h5>Mantle of Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Flickering yellow chaotic energy surrounds you.<br \/>This power grants you spell resistance 12 + caster level against spells with the lawful descriptor.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like mantle of chaos, except that you are surrounded by dark wavering unholy energy, and mantle of evil grants spell resistance against spells with the good descriptor.","short_description":"This spell functions like mantle of chaos, except that you are surrounded by dark wavering unholy ene...","material_components":"0","name":"Mantle of Evil","level":"Blackguard 3 \/ Cleric 3","full_text":"<div><p><h5>Mantle of Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mantle of chaos, except that you are surrounded by dark wavering unholy energy, and mantle of evil grants spell resistance against spells with the good descriptor.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like mantle of chaos, except that you are surrounded by shimmering white holy energy, and mantle of good grants spell resistance against spells with the evil descriptor.","short_description":"This spell functions like mantle of chaos, except that you are surrounded by shimmering white holy en...","material_components":"0","name":"Mantle of Good","level":"Cleric 3 \/ Paladin 3","full_text":"<div><p><h5>Mantle of Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mantle of chaos, except that you are surrounded by shimmering white holy energy, and mantle of good grants spell resistance against spells with the evil descriptor.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like mantle of chaos, except that you are surrounded by constant blue lawful energy, and mantle of law grants spell resistance against spells with the chaotic descriptor.","short_description":"This spell functions like mantle of chaos, except that you are surrounded by constant blue lawful ene...","material_components":"0","name":"Mantle of Law","level":"Cleric 3 \/ Paladin 3","full_text":"<div><p><h5>Mantle of Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mantle of chaos, except that you are surrounded by constant blue lawful energy, and mantle of law grants spell resistance against spells with the chaotic descriptor.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"10-ft.-radius emanation from touched creature","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"No; see text","description":"This spell creates an area around the target creature that emulates its native planar environment.\nThus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on.\nThis spell cast on a native of the Plane of Shadow would make the area around her have normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light spells.\nMaterial Components: A sprinkling of silver dust.","short_description":"This spell creates an area around the target creature that emulates its native planar environment.","material_components":"0","name":"Planar Bubble","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Planar Bubble<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an area around the target creature that emulates its native planar environment.<br \/>Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on.<br \/>This spell cast on a native of the Plane of Shadow would make the area around her have normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light spells.<br \/>Material Components: A sprinkling of silver dust.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"As avoid planar effects, except the effects last longer (as noted above, 1 hour per level instead of 1 minute per level).","short_description":"As avoid planar effects, except the effects last longer (as noted above, 1 hour per level instead of ...","material_components":"0","name":"Planar Tolerance","level":"Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Planar Tolerance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>As avoid planar effects, except the effects last longer (as noted above, 1 hour per level instead of 1 minute per level).<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains partial protection against negative energy effects.\nSubtract 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that affects the warded creature.\nNegative energy effects that don't directly deal hit point damage (such as energy drain) affect the target normally.","short_description":"The warded creature gains partial protection against negative energy effects.","material_components":"0","name":"Protection from Negative Energy","level":"Cleric 3","full_text":"<div><p><h5>Protection from Negative Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains partial protection against negative energy effects.<br \/>Subtract 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that affects the warded creature.<br \/>Negative energy effects that don&#39;t directly deal hit point damage (such as energy drain) affect the target normally.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Undead creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains partial protection against positive energy effects.\nSubtract 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that affects the warded creature.\nPositive energy effects that don't deal hit point damage to the target (such as turning) affect the target normally.","short_description":"The warded creature gains partial protection against positive energy effects.","material_components":"0","name":"Protection from Positive Energy","level":"Cleric 3","full_text":"<div><p><h5>Protection from Positive Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains partial protection against positive energy effects.<br \/>Subtract 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that affects the warded creature.<br \/>Positive energy effects that don&#39;t deal hit point damage to the target (such as turning) affect the target normally.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This abjuration grants a creature limited protection from a plane's alignment traits.\nWhen the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma check that mildly aligned planes impose on visitors of opposed alignments.\nThe Charisma, Wisdom and Intelligence check penalties associated with strongly aligned planes are halved while this spell's duration lasts.","short_description":"This abjuration grants a creature limited protection from a plane's alignment traits.","material_components":"0","name":"Resist Planar Alignment","level":"Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Resist Planar Alignment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This abjuration grants a creature limited protection from a plane&#39;s alignment traits.<br \/>When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma check that mildly aligned planes impose on visitors of opposed alignments.<br \/>The Charisma, Wisdom and Intelligence check penalties associated with strongly aligned planes are halved while this spell&#39;s duration lasts.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One interplanar gate or portal","effect":"","area":"","duration":"Permanent (D)","saving_throw":"None","spell_resistance":"No","description":"You can permanently seal an interplanar portal or gate.\nIf cast on a portal, the spell prevents any activation of it, although seal portal may be dispelled by a dispel magic spell.\nA knock spell does not function on the sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level.\nIn addition, the ability of the gatecrasher prestige class (see Manual of the Planes) to open portals may be able to break through a sealed portal, but if the first attempt fails, the gatecrasher can't try again.\nOnce the portal is opened, seal portal does not remain in effect and must be cast again.\nMaterial Component: A silver bar worth 50 gp.","short_description":"You can permanently seal an interplanar portal or gate.","material_components":"0","name":"Seal Portal","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Seal Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can permanently seal an interplanar portal or gate.<br \/>If cast on a portal, the spell prevents any activation of it, although seal portal may be dispelled by a dispel magic spell.<br \/>A knock spell does not function on the sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level.<br \/>In addition, the ability of the gatecrasher prestige class (see Manual of the Planes) to open portals may be able to break through a sealed portal, but if the first attempt fails, the gatecrasher can&#39;t try again.<br \/>Once the portal is opened, seal portal does not remain in effect and must be cast again.<br \/>Material Component: A silver bar worth 50 gp.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you.\n\nWhen the spell is complete, 2d4 dretches appear.\nTen minutes later, 1d4 babau demons appear.\nTen minutes after that, one vrock demon appears.\n\nEach creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The demons obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the demons. You can dismiss them singly or in groups at any time.","short_description":"This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you.","material_components":"0","name":"Abyssal Army","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Abyssal Army<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you.<\/p>\n\n\t<p>When the spell is complete, 2d4 dretches appear.<br \/>Ten minutes later, 1d4 babau demons appear.<br \/>Ten minutes after that, one vrock demon appears.<\/p>\n\n\t<p>Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The demons obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the demons. You can dismiss them singly or in groups at any time.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"","target":"","effect":"","area":"20-ft. radius, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A driving rain falls around you.\nIt falls in a fixed area once created.\nThe storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.\nIt also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.\nFinally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).\nThe rain damages lawful creatures, dealing 2d6 points of damage per round (lawful outsiders take double damage).\nIn addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell's area, dealing 5d6 points of electricity damage.\nAfter the spell's duration expires, the water disappears.\nMaterial Component: A flask of anarchic water (see page 75).","short_description":"A driving rain falls around you.","material_components":"0","name":"Anarchic Storm","level":"Cleric 3","full_text":"<div><p><h5>Anarchic Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A driving rain falls around you.<br \/>It falls in a fixed area once created.<br \/>The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.<br \/>It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.<br \/>Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).<br \/>The rain damages lawful creatures, dealing 2d6 points of damage per round (lawful outsiders take double damage).<br \/>In addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell&#39;s area, dealing 5d6 points of electricity damage.<br \/>After the spell&#39;s duration expires, the water disappears.<br \/>Material Component: A flask of anarchic water (see page 75).<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"See text","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"No","description":"This spell opens up a small planar portal from the Astral Plane to a demiplane where natural healing can occur (unlike on the Astral Plane itself).\nThe firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface.\nThe demiplane's traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began.\nThe demiplane has no unusual planar traits.\nThe only way in or out of the demiplane is through the entrance created by the caster, and only those named or described by the caster upon the casting of the spell may enter.\nThe portal continues to exist on the Astral Plane only while the hospice demiplane exists.\nWhen the caster leaves the demiplane, the portal seals shut and vanishes.\nAnyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice's entrance.\nMaterial Component: A single flawless gemstone of at least 250 gp value.","short_description":"This spell opens up a small planar portal from the Astral Plane to a demiplane where natural healing ...","material_components":"0","name":"Astral Hospice","level":"Cleric 4 \/ Druid 5","full_text":"<div><p><h5>Astral Hospice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell opens up a small planar portal from the Astral Plane to a demiplane where natural healing can occur (unlike on the Astral Plane itself).<br \/>The firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface.<br \/>The demiplane&#39;s traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began.<br \/>The demiplane has no unusual planar traits.<br \/>The only way in or out of the demiplane is through the entrance created by the caster, and only those named or described by the caster upon the casting of the spell may enter.<br \/>The portal continues to exist on the Astral Plane only while the hospice demiplane exists.<br \/>When the caster leaves the demiplane, the portal seals shut and vanishes.<br \/>Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice&#39;s entrance.<br \/>Material Component: A single flawless gemstone of at least 250 gp value.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"","target":"","effect":"","area":"20-ft. radius, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A driving rain falls around you.\nIt falls in a fixed area once created.\nThe storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.\nIt also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.\nFinally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).\nThe rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage).\nIn addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage.\nAfter the spell's duration expires, the water disappears.\nMaterial Component: A flask of axiomatic water (see page 76).","short_description":"A driving rain falls around you.","material_components":"0","name":"Axiomatic Storm","level":"Cleric 3 \/ Paladin 4","full_text":"<div><p><h5>Axiomatic Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A driving rain falls around you.<br \/>It falls in a fixed area once created.<br \/>The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.<br \/>It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.<br \/>Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).<br \/>The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage).<br \/>In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell&#39;s area, dealing 5d6 points of acid damage.<br \/>After the spell&#39;s duration expires, the water disappears.<br \/>Material Component: A flask of axiomatic water (see page 76).<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called kolyarut","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"By casting this spell, you request the aid of a kolyarut inevitable.\nIf you know an individual kolyarut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).\nYou may ask the kolyarut to perform one duty for you.\nThe task must be in harmony with its lawful objective, and must take no more than seven days to complete.\nKolyaruts mete out punishment to those who break bargains and oaths.\nThe inevitable does not ask for any payment for the task.\nAfter seven days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the kolyarut will leave.\nXP Cost: 250 XP.","short_description":"By casting this spell, you request the aid of a kolyarut inevitable.","material_components":"0","name":"Call Kolyarut","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Call Kolyarut<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One called kolyarut<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you request the aid of a kolyarut inevitable.<br \/>If you know an individual kolyarut&#39;s name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).<br \/>You may ask the kolyarut to perform one duty for you.<br \/>The task must be in harmony with its lawful objective, and must take no more than seven days to complete.<br \/>Kolyaruts mete out punishment to those who break bargains and oaths.<br \/>The inevitable does not ask for any payment for the task.<br \/>After seven days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the kolyarut will leave.<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called marut","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"By casting this spell, you request the aid of a marut inevitable.\nIf you know an individual marut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).\nYou may ask the marut to perform one duty for you.\nThe task must be in harmony with its lawful objective, and must take no more than nine days to complete.\nMaruts confront those, like liches, who would try to deny the grave.\nThe inevitable does not ask for any payment for the task.\nAfter nine days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the marut will leave.\nXP Cost: 500 XP.","short_description":"By casting this spell, you request the aid of a marut inevitable.","material_components":"0","name":"Call Marut","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Call Marut<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One called marut<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you request the aid of a marut inevitable.<br \/>If you know an individual marut&#39;s name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).<br \/>You may ask the marut to perform one duty for you.<br \/>The task must be in harmony with its lawful objective, and must take no more than nine days to complete.<br \/>Maruts confront those, like liches, who would try to deny the grave.<br \/>The inevitable does not ask for any payment for the task.<br \/>After nine days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the marut will leave.<br \/>XP Cost: 500 XP.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called zelekhut","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"By casting this spell, you request the aid of a zelekhut inevitable.\nIf you know an individual zelekhut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).\nYou may ask the zelekhut to perform one duty for you.\nThe task must be in harmony with its lawful objective, and must take no more than five days to complete.\nZelekhuts hunt down those who would deny justice or seek to flee to escape punishment.\nThe inevitable does not ask for any payment for the task.\nAfter five days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the zelekhut will leave.\nXP Cost: 100 XP.","short_description":"By casting this spell, you request the aid of a zelekhut inevitable.","material_components":"0","name":"Call Zelekhut","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Call Zelekhut<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One called zelekhut<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you request the aid of a zelekhut inevitable.<br \/>If you know an individual zelekhut&#39;s name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).<br \/>You may ask the zelekhut to perform one duty for you.<br \/>The task must be in harmony with its lawful objective, and must take no more than five days to complete.<br \/>Zelekhuts hunt down those who would deny justice or seek to flee to escape punishment.<br \/>The inevitable does not ask for any payment for the task.<br \/>After five days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the zelekhut will leave.<br \/>XP Cost: 100 XP.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons a pride of celestial lions from the Wilderness of the Beastlands.\nWhen the spell is complete, 2d4 celestial lions appear.\nTen minutes later, 1d4 celestial dire lions appear.\nEach creature has maximum hit points per Hit Die.\nOnce these creatures appear, they serve you for the duration of the spell.\nThe creatures obey you explicitly and never attack you, even if someone else manages to gain control over them.\nYou do not need to concentrate to maintain control over the creatures.\nYou can dismiss them singly or in groups at any time.","short_description":"This spell summons a pride of celestial lions from the Wilderness of the Beastlands.","material_components":"0","name":"Fierce Pride of the Beastlands","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Fierce Pride of the Beastlands<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a pride of celestial lions from the Wilderness of the Beastlands.<br \/>When the spell is complete, 2d4 celestial lions appear.<br \/>Ten minutes later, 1d4 celestial dire lions appear.<br \/>Each creature has maximum hit points per Hit Die.<br \/>Once these creatures appear, they serve you for the duration of the spell.<br \/>The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them.<br \/>You do not need to concentrate to maintain control over the creatures.<br \/>You can dismiss them singly or in groups at any time.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons a host of archons from the Seven Mounting Heavens of Celestia.\nWhen the spell is complete, 2d4 lantern archons appear.\nTen minutes later, 1d4 hound archons appear.\nEach creature has maximum hit points per Hit Die.\nOnce these creatures appear, they serve you for the duration of the spell.\nThe creatures obey you explicitly and never attack you, even if someone else manages to gain control over them.\nYou do not need to concentrate to maintain control over the creatures.\nYou can dismiss them singly or in groups at any time.","short_description":"This spell summons a host of archons from the Seven Mounting Heavens of Celestia.","material_components":"0","name":"Heavenly Host","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Heavenly Host<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a host of archons from the Seven Mounting Heavens of Celestia.<br \/>When the spell is complete, 2d4 lantern archons appear.<br \/>Ten minutes later, 1d4 hound archons appear.<br \/>Each creature has maximum hit points per Hit Die.<br \/>Once these creatures appear, they serve you for the duration of the spell.<br \/>The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them.<br \/>You do not need to concentrate to maintain control over the creatures.<br \/>You can dismiss them singly or in groups at any time.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons a horde of devils from the Nine Hells of Baator to serve you.\nWhen the spell is complete, 2d4 bearded devils appear.\nTen minutes later, 1d4 chain devils appear.\nTen minutes after that, one bone devil appears.\nEach creature has maximum hit points per Hit Die.\nOnce these creatures appear, they serve you for the duration of the spell.\nThe devils obey you explicitly and never attack you, even if someone else manages to gain control over them.\nYou do not need to concentrate to maintain control over the devils.\nYou can dismiss them singly or in groups at any time.","short_description":"This spell summons a horde of devils from the Nine Hells of Baator to serve you.","material_components":"0","name":"Hellish Horde","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Hellish Horde<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a horde of devils from the Nine Hells of Baator to serve you.<br \/>When the spell is complete, 2d4 bearded devils appear.<br \/>Ten minutes later, 1d4 chain devils appear.<br \/>Ten minutes after that, one bone devil appears.<br \/>Each creature has maximum hit points per Hit Die.<br \/>Once these creatures appear, they serve you for the duration of the spell.<br \/>The devils obey you explicitly and never attack you, even if someone else manages to gain control over them.<br \/>You do not need to concentrate to maintain control over the devils.<br \/>You can dismiss them singly or in groups at any time.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"","target":"","effect":"","area":"20-ft. radius, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A driving rain falls around you.\nIt falls in a fixed area once created.\nThe storm reduces hearing and visibility, resulting in a -4\npenalty on Listen, Spot, and Search checks.\nIt also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.\nFinally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).\nThe rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage).\nIn addition, each round, a blast of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage.\nAfter the spell's duration expires, the water disappears.\nMaterial Component: A flask of holy water.","short_description":"A driving rain falls around you.","material_components":"0","name":"Holy Storm","level":"Cleric 3 \/ Paladin 3","full_text":"<div><p><h5>Holy Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A driving rain falls around you.<br \/>It falls in a fixed area once created.<br \/>The storm reduces hearing and visibility, resulting in a -4<br \/>penalty on Listen, Spot, and Search checks.<br \/>It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.<br \/>Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).<br \/>The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage).<br \/>In addition, each round, a blast of frost strikes a randomly selected evil outsider within the spell&#39;s area, dealing 5d6 points of cold damage.<br \/>After the spell&#39;s duration expires, the water disappears.<br \/>Material Component: A flask of holy water.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 minute","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two summoned pack fiends, which can be no more than 30 ft. apart","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons a pair of pack fiends (see page 128) from the Gray Waste of Hades to serve you.\nThe pack fiends magically understand your spoken commands (regardless of your language).\nThe pack fiends are treated as trained hunting beasts, so you can command them to track if you so choose.","short_description":"This spell summons a pair of pack fiends (see page 128) from the Gray Waste of Hades to serve you.","material_components":"0","name":"Hunters of Hades","level":"Cleric 9","full_text":"<div><p><h5>Hunters of Hades<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two summoned pack fiends, which can be no more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a pair of pack fiends (see page 128) from the Gray Waste of Hades to serve you.<br \/>The pack fiends magically understand your spoken commands (regardless of your language).<br \/>The pack fiends are treated as trained hunting beasts, so you can command them to track if you so choose.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 round","range":"0 ft.","target":"","effect":"One called creature","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, you call an extraplanar creature (specifically, an avoral guardinal, bone devil, or babau demon, at your option) to your precise location.\nAt the same instant, you are transported to that creature's home plane, where you exist in stasis for the duration of the spell.\nTo a casual observer, it appears that you have transformed into the called creature (though an onlooker who makes a DC 25 Spot check notices the slight gap between your disappearance and the creature's appearance).\nIf the called creature would not fit in the place you occupied when you cast the spell, the spell fails.\nYou have full control over the creature's actions and can perceive the environment around the called creature as if you were seeing through its eyes, hearing through its ears, and so on.\nThe creature has full access to all of its abilities, with one exception: It can't summon other creatures.\nIf the called creature is slain, you take 3d6 points of damage and the spell ends.\nWhile in stasis, you can't take any actions other than to control the called creature or to dismiss the spell, nor can anything on the creature's home plane affect you in any way.\nYou also can't perceive anything around your body's location.\nWhen you dismiss the spell, or when the creature is slain, you appear in the creature's location, and it is returned to its home plane.\nWhen you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.","short_description":"When you cast this spell, you call an extraplanar creature (specifically, an avoral guardinal, bone d...","material_components":"0","name":"Planar Exchange","level":"Cleric 6","full_text":"<div><p><h5>Planar Exchange<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One called creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you call an extraplanar creature (specifically, an avoral guardinal, bone devil, or babau demon, at your option) to your precise location.<br \/>At the same instant, you are transported to that creature&#39;s home plane, where you exist in stasis for the duration of the spell.<br \/>To a casual observer, it appears that you have transformed into the called creature (though an onlooker who makes a DC 25 Spot check notices the slight gap between your disappearance and the creature&#39;s appearance).<br \/>If the called creature would not fit in the place you occupied when you cast the spell, the spell fails.<br \/>You have full control over the creature&#39;s actions and can perceive the environment around the called creature as if you were seeing through its eyes, hearing through its ears, and so on.<br \/>The creature has full access to all of its abilities, with one exception: It can&#39;t summon other creatures.<br \/>If the called creature is slain, you take 3d6 points of damage and the spell ends.<br \/>While in stasis, you can&#39;t take any actions other than to control the called creature or to dismiss the spell, nor can anything on the creature&#39;s home plane affect you in any way.<br \/>You also can&#39;t perceive anything around your body&#39;s location.<br \/>When you dismiss the spell, or when the creature is slain, you appear in the creature&#39;s location, and it is returned to its home plane.<br \/>When you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As planar exchange, except you trade places with a leonal guardinal, barbed devil, or hezrou demon, at your option.\nIf the called creature is slain, you take 4d6 points of damage and the spell ends.","short_description":"As planar exchange, except you trade places with a leonal guardinal, barbed devil, or hezrou demon, a...","material_components":"0","name":"Planar Exchange, Greater","level":"Cleric 8","full_text":"<div><p><h5>Planar Exchange, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As planar exchange, except you trade places with a leonal guardinal, barbed devil, or hezrou demon, at your option.<br \/>If the called creature is slain, you take 4d6 points of damage and the spell ends.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As planar exchange, except that you trade places with a celestial brown bear, celestial griffon, fiendish dire ape, or fiendish tiger, at your option.\nIf the called creature is slain, you take 2d6 points of damage and the spell ends.","short_description":"As planar exchange, except that you trade places with a celestial brown bear, celestial griffon, fien...","material_components":"0","name":"Planar Exchange, Lesser","level":"Cleric 4","full_text":"<div><p><h5>Planar Exchange, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As planar exchange, except that you trade places with a celestial brown bear, celestial griffon, fiendish dire ape, or fiendish tiger, at your option.<br \/>If the called creature is slain, you take 2d6 points of damage and the spell ends.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like plane shift, except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).","short_description":"This spell functions like plane shift, except that if you have visited the desired location, the spel...","material_components":"0","name":"Plane Shift, Greater","level":"Cleric 7 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Plane Shift, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like plane shift, except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"An aura of white positive energy surrounds you.\nEach round on your turn, every living creature within 10 feet of you gains 2 hit points (creatures can't exceed their full normal hit points from this effect).\nUndead creatures instead take 2 points of damage per round.\nCharacters with immunity to positive energy effects are not affected by this aura.\nThe positive energy aura does not affect you.","short_description":"An aura of white positive energy surrounds you.","material_components":"0","name":"Positive Energy Aura","level":"Cleric 4","full_text":"<div><p><h5>Positive Energy Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An aura of white positive energy surrounds you.<br \/>Each round on your turn, every living creature within 10 feet of you gains 2 hit points (creatures can&#39;t exceed their full normal hit points from this effect).<br \/>Undead creatures instead take 2 points of damage per round.<br \/>Characters with immunity to positive energy effects are not affected by this aura.<br \/>The positive energy aura does not affect you.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, M","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"Planar breach; see text","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"You meddle with the boundaries between planes, creating instability and, finally, a minor planar breach.\nSee Planar Breaching, page 151, for details concerning this phenomenon.\nYou have no control over the breach created.\nHowever, as opposed to a truly random breach (see page 153), when this spell is first cast in any area that doesn't already contain a breach, a minor breach forms automatically.\nThe breach has the size (10d10-foot radius) and onset time following casting (1d4 rounds) described for a random breach.\nRoll on Table 7-1: Random Planar Breaching, page 152, to determine the trait that leaks through from the breaching plane.\nThe effect is as for a minor breach.\nThe breach has a standard duration for a minor breach (1d6 days minus 12 hours, minimum 12 hours), after which time it fades away.\nIf you cast precipitate breach into an area that currently hosts a minor breach, you precipitate a severe breach.\nReroll the size, the onset time, and the trait that leaks through from the breaching plane (which could mean that the identity of the breaching plane changes).\nThe effect is as for a severe breach.\nThe breach has a standard duration for a severe breach (1d6 days minus 48 hours, minimum 1 hour), after which time it fades away.\nThis spell has no effect if cast into an area currently hosting a severe or complete breach.\nMaterial Component: Jade dust worth 250 gp sprinkled in the center of the effect.","short_description":"You meddle with the boundaries between planes, creating instability and, finally, a minor planar brea...","material_components":"0","name":"Precipitate Breach","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Precipitate Breach<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Planar breach; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You meddle with the boundaries between planes, creating instability and, finally, a minor planar breach.<br \/>See Planar Breaching, page 151, for details concerning this phenomenon.<br \/>You have no control over the breach created.<br \/>However, as opposed to a truly random breach (see page 153), when this spell is first cast in any area that doesn&#39;t already contain a breach, a minor breach forms automatically.<br \/>The breach has the size (10d10-foot radius) and onset time following casting (1d4 rounds) described for a random breach.<br \/>Roll on Table 7-1: Random Planar Breaching, page 152, to determine the trait that leaks through from the breaching plane.<br \/>The effect is as for a minor breach.<br \/>The breach has a standard duration for a minor breach (1d6 days minus 12 hours, minimum 12 hours), after which time it fades away.<br \/>If you cast precipitate breach into an area that currently hosts a minor breach, you precipitate a severe breach.<br \/>Reroll the size, the onset time, and the trait that leaks through from the breaching plane (which could mean that the identity of the breaching plane changes).<br \/>The effect is as for a severe breach.<br \/>The breach has a standard duration for a severe breach (1d6 days minus 48 hours, minimum 1 hour), after which time it fades away.<br \/>This spell has no effect if cast into an area currently hosting a severe or complete breach.<br \/>Material Component: Jade dust worth 250 gp sprinkled in the center of the effect.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, M, XP","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"Complete planar breach; see text","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"As precipitate breach, except casting this spell creates a complete breach, as described on page 152.\nMaterial Component: Jade dust worth 1,000 gp sprinkled in the center of the effect.\nXP Cost: 1,000 XP.","short_description":"As precipitate breach, except casting this spell creates a complete breach, as described on page 152....","material_components":"0","name":"Precipitate Complete Breach","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Precipitate Complete Breach<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Complete planar breach; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As precipitate breach, except casting this spell creates a complete breach, as described on page 152.<br \/>Material Component: Jade dust worth 1,000 gp sprinkled in the center of the effect.<br \/>XP Cost: 1,000 XP.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned babau demon","area":"","duration":"Concentration (maximum of 1 round\/level) plus 1 round","saving_throw":"None","spell_resistance":"No","description":"This spell summons a babau demon from the Infinite Layers of the Abyss.\nIt appears where you designate and acts immediately, on your turn.\nIt understands your speech (regardless of your language), and it follows your commands to the best of its ability.\nYou must concentrate on the spell's effect, but commanding the creature is a free action.\nA summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.","short_description":"This spell summons a babau demon from the Infinite Layers of the Abyss.","material_components":"0","name":"Summon Babau Demon","level":"Cleric 6","full_text":"<div><p><h5>Summon Babau Demon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned babau demon<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum of 1 round\/level) plus 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a babau demon from the Infinite Layers of the Abyss.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It understands your speech (regardless of your language), and it follows your commands to the best of its ability.<br \/>You must concentrate on the spell&#39;s effect, but commanding the creature is a free action.<br \/>A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned bearded devil","area":"","duration":"Concentration (maximum of 1 round\/level) plus 1 round","saving_throw":"None","spell_resistance":"No","description":"This spell summons a bearded devil from the Nine Hells of Baator.\nIt appears where you designate and acts immediately, on your turn.\nIt understands your speech (regardless of your language), and it follows your commands to the best of its ability.\nYou must concentrate on the spell's effect, but commanding the creature is a free action.\nA summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.","short_description":"This spell summons a bearded devil from the Nine Hells of Baator.","material_components":"0","name":"Summon Bearded Devil","level":"Cleric 4","full_text":"<div><p><h5>Summon Bearded Devil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned bearded devil<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum of 1 round\/level) plus 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a bearded devil from the Nine Hells of Baator.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It understands your speech (regardless of your language), and it follows your commands to the best of its ability.<br \/>You must concentrate on the spell&#39;s effect, but commanding the creature is a free action.<br \/>A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned bralani eladrin","area":"","duration":"Concentration (maximum of 1 round\/level) plus 1 round","saving_throw":"None","spell_resistance":"No","description":"This spell summons a bralani eladrin from the Olympian Glades of Arborea.\nIt appears where you designate and acts immediately, on your turn.\nIt understands your speech (regardless of your language), and it follows your commands to the best of its ability.\nYou must concentrate on the spell's effect, but commanding the creature is a free action.\nA summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.","short_description":"This spell summons a bralani eladrin from the Olympian Glades of Arborea.","material_components":"0","name":"Summon Bralani Eladrin","level":"Cleric 5","full_text":"<div><p><h5>Summon Bralani Eladrin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned bralani eladrin<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum of 1 round\/level) plus 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a bralani eladrin from the Olympian Glades of Arborea.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It understands your speech (regardless of your language), and it follows your commands to the best of its ability.<br \/>You must concentrate on the spell&#39;s effect, but commanding the creature is a free action.<br \/>A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned elementite swarm","area":"","duration":"Concentration (maximum of 1 round\/level) plus 1 round","saving_throw":"None","spell_resistance":"No","description":"This spell summons an elementite swarm (air, earth, fire, or water, at the caster's option) from the appropriate Elemental Plane.\nIt appears where you designate and acts immediately, on your turn.\nIt understands your speech (regardless of your language), and it follows your commands to the best of its ability.\nYou must concentrate on the spell's effect, but commanding the creature is a free action.\nA summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.\nWhen you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.","short_description":"This spell summons an elementite swarm (air, earth, fire, or water, at the caster's option) from the ...","material_components":"0","name":"Summon Elementite Swarm","level":"Druid 4","full_text":"<div><p><h5>Summon Elementite Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned elementite swarm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum of 1 round\/level) plus 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons an elementite swarm (air, earth, fire, or water, at the caster&#39;s option) from the appropriate Elemental Plane.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It understands your speech (regardless of your language), and it follows your commands to the best of its ability.<br \/>You must concentrate on the spell&#39;s effect, but commanding the creature is a free action.<br \/>A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.<br \/>When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called Elysian thrush","area":"","duration":"8 hours","saving_throw":"None","spell_resistance":"No","description":"This spell summons an Elysian thrush (see page 118), a birdlike creature native to the Blessed Fields of Elysium.\nThe creature has no significant combat utility, but its song accelerates the natural healing rate of living creatures.\nThose within 30 feet who listen to the thrush's song while resting recover at twice the normal natural healing rate.","short_description":"This spell summons an Elysian thrush (see page 118), a birdlike creature native to the Blessed Fields...","material_components":"0","name":"Summon Elysian Thrush","level":"Bard 2 \/ Cleric 2","full_text":"<div><p><h5>Summon Elysian Thrush<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One called Elysian thrush<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>8 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons an Elysian thrush (see page 118), a birdlike creature native to the Blessed Fields of Elysium.<br \/>The creature has no significant combat utility, but its song accelerates the natural healing rate of living creatures.<br \/>Those within 30 feet who listen to the thrush&#39;s song while resting recover at twice the normal natural healing rate.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned elemental","area":"","duration":"Concentration (maximum of 1 round\/level) plus 1 round","saving_throw":"None","spell_resistance":"No","description":"This spell summons a greater elemental of your choice (air, earth, fire, or water) from the appropriate Elemental Plane.\nIt appears where you designate and acts immediately, on your turn.\nIt understands your speech (regardless of your language), and it follows your commands to the best of its ability.\nYou must concentrate on the spell's effect, but commanding the creature is a free action.\nA summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.\nWhen you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.","short_description":"This spell summons a greater elemental of your choice (air, earth, fire, or water) from the appropria...","material_components":"0","name":"Summon Greater Elemental","level":"Druid 6","full_text":"<div><p><h5>Summon Greater Elemental<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned elemental<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum of 1 round\/level) plus 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a greater elemental of your choice (air, earth, fire, or water) from the appropriate Elemental Plane.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It understands your speech (regardless of your language), and it follows your commands to the best of its ability.<br \/>You must concentrate on the spell&#39;s effect, but commanding the creature is a free action.<br \/>A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.<br \/>When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned hound archon","area":"","duration":"Concentration (maximum of 1 round\/level) plus 1 round","saving_throw":"None","spell_resistance":"No","description":"This spell summons a hound archon from the Seven Mounting Heavens of Celestia.\nIt appears where you designate and acts immediately, on your turn.\nIt understands your speech (regardless of your language), and it follows your commands to the best of its ability.\nYou must concentrate on the spell's effect, but commanding the creature is a free action.\nA summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.","short_description":"This spell summons a hound archon from the Seven Mounting Heavens of Celestia.","material_components":"0","name":"Summon Hound Archon","level":"Cleric 4","full_text":"<div><p><h5>Summon Hound Archon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned hound archon<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum of 1 round\/level) plus 1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a hound archon from the Seven Mounting Heavens of Celestia.<br \/>It appears where you designate and acts immediately, on your turn.<br \/>It understands your speech (regardless of your language), and it follows your commands to the best of its ability.<br \/>You must concentrate on the spell&#39;s effect, but commanding the creature is a free action.<br \/>A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"","target":"","effect":"","area":"20-ft. radius centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A driving rain falls around you.\nIt falls in a fixed area once created.\nThe storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.\nIt also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.\nFinally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).\nThe rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage).\nIn addition, each round, a blast of fire strikes a randomly selected good outsider within the spell's area, dealing 5d6 points of fire damage.\nAfter the spell's duration expires, the water disappears.\nMaterial Component: A flask of unholy water.","short_description":"A driving rain falls around you.","material_components":"0","name":"Unholy Storm","level":"Blackguard 4 \/ Cleric 3","full_text":"<div><p><h5>Unholy Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A driving rain falls around you.<br \/>It falls in a fixed area once created.<br \/>The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.<br \/>It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.<br \/>Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).<br \/>The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage).<br \/>In addition, each round, a blast of fire strikes a randomly selected good outsider within the spell&#39;s area, dealing 5d6 points of fire damage.<br \/>After the spell&#39;s duration expires, the water disappears.<br \/>Material Component: A flask of unholy water.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wall of moving gears whose area fills one 5-ft. square\/2 levels; see text","area":"","duration":"1 min.\/level","saving_throw":"See text","spell_resistance":"No","description":"This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts.\nEach 5-foot square of the wall's surface has hardness 10 and 180 hit points.\nBoth sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet.\nA successful Reflex save halves this damage.\nMaterial Component: A small gear.","short_description":"This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs,...","material_components":"0","name":"Wall of Gears","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Wall of Gears<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall of moving gears whose area fills one 5-ft. square\/2 levels; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts.<br \/>Each 5-foot square of the wall&#39;s surface has hardness 10 and 180 hit points.<br \/>Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet.<br \/>A successful Reflex save halves this damage.<br \/>Material Component: A small gear.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation from you to the extreme of the range","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"You can tell whether an area contains a portal.\nIf you study an area for 1 round, you know the sizes and locations of any portals in the area.\nOnce you find a portal, you can study it.\n(If you find more than one portal, you can study only one at a time).\nEach round you study a portal, you can discover one property of the portal, in this order:\n* Any key or command word needed to activate the portal.\n* Any special circumstances governing the portal's use (such as specific times when it can be activated).\n* Whether the portal is one-way or two-way.\n* A glimpse of the area where the portal leads.\nYou can look at the area where the portal leads for 1 round; the range of the caster's vision is the spell's range.\nAnalyze portal does not allow other divination spells or spell-like abilities to extend through the portal.\nFor example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.\nFor each property, you make a caster level check (1d20 + caster level) against DC 17.\nIf fail, you can try again in the next round.\nAnalyze portal has only a limited ability to reveal unusual properties, as follows:\n* Random Portals: The spell reveals only that the portal is random and whether it can be activated now.\nIt does not reveal when the portal starts or stops functioning.\n* Variable Portals: The spell reveals only that the portal is variable.\nIf the caster studies the portal's destination, the spell reveals only the destination to which the portal is currently set.\n* Creature-Only Portals: The spell reveals this property.\nIf the caster studies the portal's destination, the spell reveals where the portal sends creatures.\nIf it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.\n* Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.\nMaterial Components: A crystal lens and a small mirror.","short_description":"You can tell whether an area contains a portal.","material_components":"0","name":"Analyze Portal","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Analyze Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can tell whether an area contains a portal.<br \/>If you study an area for 1 round, you know the sizes and locations of any portals in the area.<br \/>Once you find a portal, you can study it.<br \/>(If you find more than one portal, you can study only one at a time).<br \/>Each round you study a portal, you can discover one property of the portal, in this order:\n\t<ul>\n\t\t<li>Any key or command word needed to activate the portal.<\/li>\n\t\t<li>Any special circumstances governing the portal&#39;s use (such as specific times when it can be activated).<\/li>\n\t\t<li>Whether the portal is one-way or two-way.<\/li>\n\t\t<li>A glimpse of the area where the portal leads.<\/li>\n\t<\/ul><br \/>You can look at the area where the portal leads for 1 round; the range of the caster&#39;s vision is the spell&#39;s range.<br \/>Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal.<br \/>For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.<br \/>For each property, you make a caster level check (1d20 + caster level) against DC 17.<br \/>If fail, you can try again in the next round.<br \/>Analyze portal has only a limited ability to reveal unusual properties, as follows:\n\t<ul>\n\t\t<li>Random Portals: The spell reveals only that the portal is random and whether it can be activated now.<\/li>\n\t<\/ul><br \/>It does not reveal when the portal starts or stops functioning.\n\t<ul>\n\t\t<li>Variable Portals: The spell reveals only that the portal is variable.<\/li>\n\t<\/ul><br \/>If the caster studies the portal&#39;s destination, the spell reveals only the destination to which the portal is currently set.\n\t<ul>\n\t\t<li>Creature-Only Portals: The spell reveals this property.<\/li>\n\t<\/ul><br \/>If the caster studies the portal&#39;s destination, the spell reveals where the portal sends creatures.<br \/>If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.\n\t<ul>\n\t\t<li>Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.<\/li>\n\t<\/ul><br \/>Material Components: A crystal lens and a small mirror.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"60 ft.","target":"","effect":"","area":"A quarter circle emanating from you to the extreme of the range","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"See text","spell_resistance":"No You can tell whether an area contains a planar touchstone.","description":"If you study an area for 1 round, you know the location of any touchstone in the area.\nOnce you find a touchstone, you can study it.\n(If you find more than one touchstone--an extremely rare occurrence--you can study only one at a time).\nEach round you study a touchstone, you can discover one property of the touchstone, in this order:\n* The base ability gained by someone who takes the Planar Touchstone feat related to the site.\n* Any conditions that must be met in order to recharge the higher-order ability granted by the site.\n* The higher-order ability gained by someone who visits the touchstone and fulfills the recharge condition.\n* The number of uses of the higher-order ability that the character gains from visiting the site and fulfilling the recharge condition.\nFor each of these properties, you make a caster level check (1d20 + caster level) against DC 15.\nIf you fail, you can try again in the next round.\nMaterial Components: A crystal lens, a drop of ink, and a piece of paper or parchment.","short_description":"If you study an area for 1 round, you know the location of any touchstone in the area.","material_components":"0","name":"Analyze Touchstone","level":"Bard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Analyze Touchstone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No You can tell whether an area contains a planar touchstone.<br\/><\/td><\/tr><\/table><p>\t<p>If you study an area for 1 round, you know the location of any touchstone in the area.<br \/>Once you find a touchstone, you can study it.<br \/>(If you find more than one touchstone&#8212;an extremely rare occurrence&#8212;you can study only one at a time).<br \/>Each round you study a touchstone, you can discover one property of the touchstone, in this order:\n\t<ul>\n\t\t<li>The base ability gained by someone who takes the Planar Touchstone feat related to the site.<\/li>\n\t\t<li>Any conditions that must be met in order to recharge the higher-order ability granted by the site.<\/li>\n\t\t<li>The higher-order ability gained by someone who visits the touchstone and fulfills the recharge condition.<\/li>\n\t\t<li>The number of uses of the higher-order ability that the character gains from visiting the site and fulfilling the recharge condition.<\/li>\n\t<\/ul><br \/>For each of these properties, you make a caster level check (1d20 + caster level) against DC 15.<br \/>If you fail, you can try again in the next round.<br \/>Material Components: A crystal lens, a drop of ink, and a piece of paper or parchment.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"3 rounds","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You instantly gain an overview of the area around you.\nLay of the land gives basic information relevant to major landmarks and well-known places.\nIt indicates the direction and distance to each from the current location.\nThe geographic details are inversely proportionate to the distance you're trying to study from your location.\nYou have a good understanding of the terrain up to 100 miles away, you know general details of large or notable locations or land features up to 500 miles away, and you know only the direction and distance to major features farther away.\nUnlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.","short_description":"You instantly gain an overview of the area around you.","material_components":"0","name":"Lay of the Land","level":"Bard 4 \/ Druid 4 \/ Ranger 1","full_text":"<div><p><h5>Lay of the Land<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Druid 4 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You instantly gain an overview of the area around you.<br \/>Lay of the land gives basic information relevant to major landmarks and well-known places.<br \/>It indicates the direction and distance to each from the current location.<br \/>The geographic details are inversely proportionate to the distance you&#39;re trying to study from your location.<br \/>You have a good understanding of the terrain up to 100 miles away, you know general details of large or notable locations or land features up to 500 miles away, and you know only the direction and distance to major features farther away.<br \/>Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"See text","target":"","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You sense the direction of the nearest planar touchstone and gain a vague sense of its power.\nIf you have visited the nearest planar touchstone and wish to exclude it from this divination, you instead gain knowledge of the next closest planar touchstone.\nThis spell allows you to locate planar touchstones located only on the plane on which it is cast.\nSpecial: You must have the Planar Touchstone feat in order to cast this spell.","short_description":"You sense the direction of the nearest planar touchstone and gain a vague sense of its power.","material_components":"0","name":"Locate Touchstone","level":"Bard 1 \/ Cleric 2 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Locate Touchstone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 2 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You sense the direction of the nearest planar touchstone and gain a vague sense of its power.<br \/>If you have visited the nearest planar touchstone and wish to exclude it from this divination, you instead gain knowledge of the next closest planar touchstone.<br \/>This spell allows you to locate planar touchstones located only on the plane on which it is cast.<br \/>Special: You must have the Planar Touchstone feat in order to cast this spell.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Rary's telepathic bond, except that the communication functions both on the same plane and across planes.","short_description":"This spell functions like Rary's telepathic bond, except that the communication functions both on the...","material_components":"0","name":"Rary's Interplanar Telepathic Bond","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Rary's Interplanar Telepathic Bond<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Rary&#39;s telepathic bond, except that the communication functions both on the same plane and across planes.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You unleash the savage will to survive inherent in every creature.\nThe subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying.\nIf the creature is reduced to -10 hit points, it dies normally.","short_description":"You unleash the savage will to survive inherent in every creature.","material_components":"0","name":"Beastland Ferocity","level":"Bard 1 \/ Druid 1","full_text":"<div><p><h5>Beastland Ferocity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You unleash the savage will to survive inherent in every creature.<br \/>The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying.<br \/>If the creature is reduced to -10 hit points, it dies normally.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"Like entities that inhabit the plane of Mechanus, the subject of Mechanus mind temporarily becomes a being of focused order.\nThe subject gains a +4 bonus on Will saving throws to resist mind-affecting spells.\nWhile in the grip of Mechanus mind, the subject also becomes more analytical and less emotional.\nThe subject gains a +2 bonus on all Intelligence-based checks, but takes a -2 penalty on Charisma-based checks.","short_description":"Like entities that inhabit the plane of Mechanus, the subject of Mechanus mind temporarily becomes a ...","material_components":"0","name":"Mechanus Mind","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Mechanus Mind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Like entities that inhabit the plane of Mechanus, the subject of Mechanus mind temporarily becomes a being of focused order.<br \/>The subject gains a +4 bonus on Will saving throws to resist mind-affecting spells.<br \/>While in the grip of Mechanus mind, the subject also becomes more analytical and less emotional.<br \/>The subject gains a +2 bonus on all Intelligence-based checks, but takes a -2 penalty on Charisma-based checks.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"You and creature(s) touched with ray (up to 2); see text","effect":"","area":"","duration":"10 min.\/level (D) or until used up; see text","saving_throw":"None","spell_resistance":"Yes","description":"You begin to glow with the light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.\n\nSilvery radiance emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.\n\nBeginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You can make a single ranged touch attack that deals 1d6 points of damage with a range of 30 feet. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round (if you can  take multiple attacks in a round) or on a subsequent round. Firing the second ray quenches your radiance, and the spell ends.","short_description":"You begin to glow with the light of fabled Lunia, the first layer of the Seven Mounting Heavens of Ce...","material_components":"0","name":"Light of Lunia","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Light of Lunia<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D) or until used up; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You begin to glow with the light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.<\/p>\n\n\t<p>Silvery radiance emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.<\/p>\n\n\t<p>Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You can make a single ranged touch attack that deals 1d6 points of damage with a range of 30 feet. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round (if you can  take multiple attacks in a round) or on a subsequent round. Firing the second ray quenches your radiance, and the spell ends.<\/p><\/p>Reference: Planar Handbook 100<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As _light of Lunia_:spells\/planar-handbook--79\/light-of-lunia--2181\/, except that you glow with the golden light of Mercuria, the second layer of the Seven Mounting Heavens of Celestia.\n\nYour light rays deal 1d6 points of damage, or 2d6 points of damage against undead and evil outsiders.","short_description":"As _light of Lunia_:spells\/planar-handbook--79\/light-of-lunia--2181\/, except that you glow with the g...","material_components":"0","name":"Light of Mercuria","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Light of Mercuria<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>As <a href=\/spells\/planar-handbook--79\/light-of-lunia--2181\/><em>light of Lunia<\/em><\/a>, except that you glow with the golden light of Mercuria, the second layer of the Seven Mounting Heavens of Celestia.<\/p>\n\n\t<p>Your light rays deal 1d6 points of damage, or 2d6 points of damage against undead and evil outsiders.<\/p><\/p>Reference: Planar Handbook 100<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As light of Lunia, except that you glow with the pearly light of Venya, the third layer of the Seven Mounting Heavens of Celestia.\nYour light rays deal 1d6 points of damage, or 3d6 points of damage against undead and evil outsiders.\nAlternatively, you can choose for the ray to heal 3d6 points of damage to a living, nonevil creature.","short_description":"As light of Lunia, except that you glow with the pearly light of Venya, the third layer of the Seven ...","material_components":"0","name":"Light of Venya","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Light of Venya<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>As light of Lunia, except that you glow with the pearly light of Venya, the third layer of the Seven Mounting Heavens of Celestia.<br \/>Your light rays deal 1d6 points of damage, or 3d6 points of damage against undead and evil outsiders.<br \/>Alternatively, you can choose for the ray to heal 3d6 points of damage to a living, nonevil creature.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One color pool","effect":"","area":"","duration":"One hour\/level (D)","saving_throw":"Will negates (harmless, object)","spell_resistance":"No","description":"This spell causes a color pool on the Astral Plane--an irregular patch of color containing a portal to another plane--to seemingly cease to exist.\nIn truth, it is only hidden from view.\nThe use of this spell does not hide the area around the pool; it masks only the fact that a pool is present.\nSee invisibility or true seeing reveals the presence of the pool, as does analyze portal.","short_description":"This spell causes a color pool on the Astral Plane--an irregular patch of color containing a portal t...","material_components":"0","name":"Cloak Pool","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Cloak Pool<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a color pool on the Astral Plane&#8212;an irregular patch of color containing a portal to another plane&#8212;to seemingly cease to exist.<br \/>In truth, it is only hidden from view.<br \/>The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present.<br \/>See invisibility or true seeing reveals the presence of the pool, as does analyze portal.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One color pool","effect":"","area":"","duration":"One hour\/level (D)","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No (harmless)","description":"This spell causes a color pool on the Astral Plane--an irregular patch of color containing a portal to another plane--to appear to be a different color, and thus, to lead to another plane.\nTrue seeing or analyze portal reveals the true nature of the pool.\nMaterial Component: Four drops of colored ink.","short_description":"This spell causes a color pool on the Astral Plane--an irregular patch of color containing a portal t...","material_components":"0","name":"Discolor Pool","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Discolor Pool<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a color pool on the Astral Plane&#8212;an irregular patch of color containing a portal to another plane&#8212;to appear to be a different color, and thus, to lead to another plane.<br \/>True seeing or analyze portal reveals the true nature of the pool.<br \/>Material Component: Four drops of colored ink.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Corpse touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Black flames flicker over a corpse, utterly consuming it.\nYou destroy the remains of a dead person or creature, preventing any form of raising or resurrection that requires part of the corpse.\nThere is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by a barghest's feast spell.\nCheck once for each destroyed creature.\nIf the d% roll fails, the creature cannot be brought back to life by mortal magic.\nMaterial Component: A diamond worth 5,000 gp.","short_description":"Black flames flicker over a corpse, utterly consuming it.","material_components":"0","name":"Barghest's Feast","level":"Cleric 6 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Barghest's Feast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Black flames flicker over a corpse, utterly consuming it.<br \/>You destroy the remains of a dead person or creature, preventing any form of raising or resurrection that requires part of the corpse.<br \/>There is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by a barghest&#39;s feast spell.<br \/>Check once for each destroyed creature.<br \/>If the d% roll fails, the creature cannot be brought back to life by mortal magic.<br \/>Material Component: A diamond worth 5,000 gp.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"30 ft.","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell allows you to channel the deadly gaze of the bodak.\nUpon completion of the spell, you may target a creature within range that can see you.\nThat creature dies instantly unless it succeeds on a Fortitude save.\nThe target need not meet your gaze.\nIf you slay a humanoid creature with this attack, it transforms into a bodak 24 hours later unless it has been resurrected in the meantime.\nThe bodak is not under your command, but can be controlled as normal with a rebuke undead check.","short_description":"This spell allows you to channel the deadly gaze of the bodak.","material_components":"0","name":"Bodak's Glare","level":"Cleric 8","full_text":"<div><p><h5>Bodak's Glare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to channel the deadly gaze of the bodak.<br \/>Upon completion of the spell, you may target a creature within range that can see you.<br \/>That creature dies instantly unless it succeeds on a Fortitude save.<br \/>The target need not meet your gaze.<br \/>If you slay a humanoid creature with this attack, it transforms into a bodak 24 hours later unless it has been resurrected in the meantime.<br \/>The bodak is not under your command, but can be controlled as normal with a rebuke undead check.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until you are killed","saving_throw":"None","spell_resistance":"No","description":"Some extraplanar creatures, such as a balor or an energon, expend the last of their life energy in a burst of power.\nYou likewise attune your body's life force so that if you are killed, your body is instantaneously destroyed in an explosion of energy that deals 1d8 points of force damage per caster level to everyone in a 30-foot-radius burst.\nThis explosion entirely destroys your body, preventing any form of raising or resurrection that requires part of the corpse.\nA wish,miracle, or true resurrection spell can restore life.","short_description":"Some extraplanar creatures, such as a balor or an energon, expend the last of their life energy in a ...","material_components":"0","name":"Death Throes","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Death Throes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until you are killed<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Some extraplanar creatures, such as a balor or an energon, expend the last of their life energy in a burst of power.<br \/>You likewise attune your body&#39;s life force so that if you are killed, your body is instantaneously destroyed in an explosion of energy that deals 1d8 points of force damage per caster level to everyone in a 30-foot-radius burst.<br \/>This explosion entirely destroys your body, preventing any form of raising or resurrection that requires part of the corpse.<br \/>A wish,miracle, or true resurrection spell can restore life.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 feet","target":"Living creature","effect":"","area":"","duration":"1 round\/level and 1d8 rounds; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell, inspired by the malevolent gaze of the shadowy nightwalkers, causes your eyes to glow with dark energy.\nImmediately upon completion of the spell, you may target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds.\nYou must be able to see the creature, and it must be able to see you (though it need not meet your gaze).\nOnce per round after that for the duration of the spell, you can target another creature with your glare as a move action.\nYou can't target the same creature twice with a single casting of the spell, regardless of the success of its saves.","short_description":"This spell, inspired by the malevolent gaze of the shadowy nightwalkers, causes your eyes to glow wit...","material_components":"0","name":"Evil Glare","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Evil Glare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 feet<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level and 1d8 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell, inspired by the malevolent gaze of the shadowy nightwalkers, causes your eyes to glow with dark energy.<br \/>Immediately upon completion of the spell, you may target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds.<br \/>You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).<br \/>Once per round after that for the duration of the spell, you can target another creature with your glare as a move action.<br \/>You can&#39;t target the same creature twice with a single casting of the spell, regardless of the success of its saves.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst, one solid object, or one organic construct","duration":"Instantaneous","saving_throw":"Will negates (object) or Fortitude half; see text","spell_resistance":"Yes (object)","description":"Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell's area.\nIt destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter.\nAll such objects within the area rot into slimy, pulpy masses.\nObjects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.\nAlternatively, you can target miasma of entropy against a single solid object of nonliving organic matter that weighs up to 10 pounds per caster level.\nWhen targeted against an animated object made of an organic material, miasma of entropy deals 1d6 points of damage per caster level (maximum 20d6), with a Fortitude save for half damage.","short_description":"Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the s...","material_components":"0","name":"Miasma of Entropy","level":"Druid 6 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Miasma of Entropy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object) or Fortitude half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell&#39;s area.<br \/>It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter.<br \/>All such objects within the area rot into slimy, pulpy masses.<br \/>Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.<br \/>Alternatively, you can target miasma of entropy against a single solid object of nonliving organic matter that weighs up to 10 pounds per caster level.<br \/>When targeted against an animated object made of an organic material, miasma of entropy deals 1d6 points of damage per caster level (maximum 20d6), with a Fortitude save for half damage.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"An aura of black, crackling negative energy surrounds you.\nEach round on your turn, every living creature within 10 feet of you loses 2 hit points.\nUndead creatures instead gain 2 hit points per round (though they can't exceed their full normal hit points from this effect).\nCharacters with immunity to negative energy effects are not affected by this aura.\nThe negative energy aura does not affect you.","short_description":"An aura of black, crackling negative energy surrounds you.","material_components":"0","name":"Negative Energy Aura","level":"Cleric 4","full_text":"<div><p><h5>Negative Energy Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An aura of black, crackling negative energy surrounds you.<br \/>Each round on your turn, every living creature within 10 feet of you loses 2 hit points.<br \/>Undead creatures instead gain 2 hit points per round (though they can&#39;t exceed their full normal hit points from this effect).<br \/>Characters with immunity to negative energy effects are not affected by this aura.<br \/>The negative energy aura does not affect you.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 feet","target":"1 living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light.\nIf the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save.\nEven if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.\nNonevil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.","short_description":"Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a p...","material_components":"0","name":"Opalescent Glare","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Opalescent Glare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 feet<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light.<br \/>If the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save.<br \/>Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.<br \/>Nonevil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Flask of water touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water (see page 75).\nMaterial Component: 5 pounds of powdered iron and silver (worth 25 gp).","short_description":"This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchi...","material_components":"0","name":"Anarchic Water","level":"Cleric 1","full_text":"<div><p><h5>Anarchic Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water (see page 75).<br \/>Material Component: 5 pounds of powdered iron and silver (worth 25 gp).<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One ormore living creatures touched","effect":"","area":"","duration":"2 hours\/level (see text)","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane.\nAffected creatures gain the protections described in the avoid planar effects spell (see below).\nMaterial Component: A bit of stone or earth from your home plane.","short_description":"This spell allows you to attune the affected creatures to the plane you are currently on, negating ha...","material_components":"0","name":"Attune Form","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Attune Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane.<br \/>Affected creatures gain the protections described in the avoid planar effects spell (see below).<br \/>Material Component: A bit of stone or earth from your home plane.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Flask of water touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water (see page 76).\nMaterial Component: 5 pounds of powdered iron and silver (worth 25 gp).","short_description":"This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic ...","material_components":"0","name":"Axiomatic Water","level":"Cleric 1 \/ Paladin 1","full_text":"<div><p><h5>Axiomatic Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water (see page 76).<br \/>Material Component: 5 pounds of powdered iron and silver (worth 25 gp).<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates (harmless) and Reflex negates; see text","spell_resistance":"Yes (harmless)","description":"This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment.\nWhile the slime does not harm the subject or her equipment, any other weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage.\nA magic weapon may attempt a Reflex save to avoid taking this damage.\nA creature who strikes a slime-protected subject with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save.\nMaterial Component: A drop of babau slime.","short_description":"This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats...","material_components":"0","name":"Babau Slime","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Babau Slime<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless) and Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment.<br \/>While the slime does not harm the subject or her equipment, any other weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon&#39;s hardness does not reduce this damage.<br \/>A magic weapon may attempt a Reflex save to avoid taking this damage.<br \/>A creature who strikes a slime-protected subject with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save.<br \/>Material Component: A drop of babau slime.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Like the legendary balor, your body bursts into lurid flames.\nThe flames do not harm you or any equipment you carry or wear.\nHowever, each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.\nMaterial Component: A pinch of soot.","short_description":"Like the legendary balor, your body bursts into lurid flames.","material_components":"0","name":"Balor Nimbus","level":"Cleric 2 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Balor Nimbus<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Like the legendary balor, your body bursts into lurid flames.<br \/>The flames do not harm you or any equipment you carry or wear.<br \/>However, each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.<br \/>Material Component: A pinch of soot.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature or creatures touched (up to one\/level)","effect":"","area":"","duration":"1 round per three levels","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"This spell transforms one of your hands into a smoky claw like that of a belker.\nWith a successful touch attack, you fill a living target's lungs with smoke.\nThe smoke inside the victim solidifies into miniature claws and begins to rip at the surrounding organs, dealing 3d4 points of damage.\nA successful Fortitude save halves the damage dealt.\nFor every three caster levels, the smoke lasts for another round (to a maximum of 4 rounds at 12th level), dealing another 3d4 points of damage.\nYou can use this melee touch attack once per round for every three caster levels, up to a maximum of four times at 12th level.\nMaterial Component: A small vial of smoke.","short_description":"This spell transforms one of your hands into a smoky claw like that of a belker.","material_components":"0","name":"Belker Claws","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Belker Claws<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round per three levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms one of your hands into a smoky claw like that of a belker.<br \/>With a successful touch attack, you fill a living target&#39;s lungs with smoke.<br \/>The smoke inside the victim solidifies into miniature claws and begins to rip at the surrounding organs, dealing 3d4 points of damage.<br \/>A successful Fortitude save halves the damage dealt.<br \/>For every three caster levels, the smoke lasts for another round (to a maximum of 4 rounds at 12th level), dealing another 3d4 points of damage.<br \/>You can use this melee touch attack once per round for every three caster levels, up to a maximum of four times at 12th level.<br \/>Material Component: A small vial of smoke.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably.\nAn affected creature is unable to hold or use any item.\nClothing, armor, rings, and helmets become useless.\nLarge items worn or carried--armor, backpacks, and even shirts--hamper more than help, reducing the victim's Dexterity score by 4.\nSoft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less.\nThe victim becomes blind and cannot cast spells or use magic items, and searing pain renders it incapable of attacking.\nWhile in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature.\nEach round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock.\nIf the victim's Wisdom score is reduced to 0, it falls unconscious.\nA conscious victim can regain its own shape by taking a standard action to attempt a new Fortitude save.\nSuccess ends the spell effect.","short_description":"Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing...","material_components":"0","name":"Corporeal Instability","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Corporeal Instability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably.<br \/>An affected creature is unable to hold or use any item.<br \/>Clothing, armor, rings, and helmets become useless.<br \/>Large items worn or carried&#8212;armor, backpacks, and even shirts&#8212;hamper more than help, reducing the victim&#39;s Dexterity score by 4.<br \/>Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less.<br \/>The victim becomes blind and cannot cast spells or use magic items, and searing pain renders it incapable of attacking.<br \/>While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature.<br \/>Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock.<br \/>If the victim&#39;s Wisdom score is reduced to 0, it falls unconscious.<br \/>A conscious victim can regain its own shape by taking a standard action to attempt a new Fortitude save.<br \/>Success ends the spell effect.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Living creature","effect":"","area":"","duration":"Instantaneous or 1d4 rounds; see text","saving_throw":"Fortitude negates or Fortitude partial; see text","spell_resistance":"Yes and no; see text","description":"The baatezu's answer to Blood War-related demonic magic targeting their race, demon dirge deals 3d6 points of damage to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). A successful Fortitude save negates this damage.\n\nIf the target creature also possesses the tanar'ri subtype, the spell has a much more powerful effect. The target's blood seethes and churns, stunning it for 1d4 rounds and dealing 3d6 points of damage in each of those rounds. A successful Fortitude save negates the stun effect and reduces the duration to 1 round. Such creatures' spell resistance does not apply against this effect.","short_description":"The baatezu's answer to Blood War-related demonic magic targeting their race, demon dirge deals 3d6 p...","material_components":"0","name":"Demon Dirge","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Demon Dirge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1d4 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates or Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes and no; see text<br\/><\/td><\/tr><\/table><p>\t<p>The baatezu&#39;s answer to Blood War-related demonic magic targeting their race, demon dirge deals 3d6 points of damage to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). A successful Fortitude save negates this damage.<\/p>\n\n\t<p>If the target creature also possesses the tanar&#39;ri subtype, the spell has a much more powerful effect. The target&#39;s blood seethes and churns, stunning it for 1d4 rounds and dealing 3d6 points of damage in each of those rounds. A successful Fortitude save negates the stun effect and reduces the duration to 1 round. Such creatures&#39; spell resistance does not apply against this effect.<\/p><\/p>Reference: Planar Handbook 97<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Living creature","effect":"","area":"","duration":"Instantaneous or 1d6 rounds; see text","saving_throw":"None or Will partial; see text","spell_resistance":"Yes and no; see text","description":"This spell was developed by demonic spellcasters ages ago for use against their ancient foes, the devils of Baator.\nIt deals 2d6 points of damage to creatures that have both the lawful and evil subtypes (such as a barghest or a devil).\nNo saving throw is allowed against this damage.\nIf the target creature also possesses the baatezu subtype, the spell has a much more powerful effect.\nThe target's mind reels, confusing it for 1d6 rounds and dealing 2d6 points of damage in each of those rounds.\nA successful Will save negates the confusion effect and reduces the duration to 1 round.\nSuch creatures' spell resistance does not apply against this effect.","short_description":"This spell was developed by demonic spellcasters ages ago for use against their ancient foes, the dev...","material_components":"0","name":"Devil Blight","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Devil Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1d6 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes and no; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell was developed by demonic spellcasters ages ago for use against their ancient foes, the devils of Baator.<br \/>It deals 2d6 points of damage to creatures that have both the lawful and evil subtypes (such as a barghest or a devil).<br \/>No saving throw is allowed against this damage.<br \/>If the target creature also possesses the baatezu subtype, the spell has a much more powerful effect.<br \/>The target&#39;s mind reels, confusing it for 1d6 rounds and dealing 2d6 points of damage in each of those rounds.<br \/>A successful Will save negates the confusion effect and reduces the duration to 1 round.<br \/>Such creatures&#39; spell resistance does not apply against this effect.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject of this spell can travel on any solid surface as though that surface possessed its own gravity.\nFor example, the subject could walk or even run up a wall as though the wall were a perfectly level floor.\nThe subject can switch down as often as he likes during the spell's duration, though only once per round, as a free action.\nUnattended objects fall, as normal.\nThe subject of false gravity can fly by choosing a solid surface and letting himself fall through the air toward it.\nA character flying in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining his personal gravity.\nA character falling in this fashion loses all downward\nmomentum when he changes his gravity.\nMaterial Component: A pair of magnets.","short_description":"The subject of this spell can travel on any solid surface as though that surface possessed its own gr...","material_components":"0","name":"False Gravity","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>False Gravity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject of this spell can travel on any solid surface as though that surface possessed its own gravity.<br \/>For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor.<br \/>The subject can switch &quot;down&quot; as often as he likes during the spell&#39;s duration, though only once per round, as a free action.<br \/>Unattended objects fall, as normal.<br \/>The subject of false gravity can fly by choosing a solid surface and letting himself fall through the air toward it.<br \/>A character &quot;flying&quot; in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining his personal gravity.<br \/>A character falling in this fashion loses all &quot;downward&quot;<br \/>momentum when he changes his gravity.<br \/>Material Component: A pair of magnets.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You can convert an unused usage of your higher-order planar touchstone ability into temporary hit points (see the Planar Touchstone feat, page 41).\nBy touching a living creature and expending one of your higher-order ability uses, you grant the target 3d6 temporary hit points.","short_description":"You can convert an unused usage of your higher-order planar touchstone ability into temporary hit poi...","material_components":"0","name":"Focus Touchstone Energy","level":"Cleric 4 \/ Druid 5","full_text":"<div><p><h5>Focus Touchstone Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You can convert an unused usage of your higher-order planar touchstone ability into temporary hit points (see the Planar Touchstone feat, page 41).<br \/>By touching a living creature and expending one of your higher-order ability uses, you grant the target 3d6 temporary hit points.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from its skin, equipment, or clothing, whichever is appropriate when the spell is cast.\nAny creature striking the subject with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject's barbs.\nThis damage does not apply to attackers using reach weapons, such as longspears.\nThe subject itself is not harmed by its own barbs.\nMaterial Component: A thorn.","short_description":"This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from it...","material_components":"0","name":"Hamatula Barbs","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Hamatula Barbs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from its skin, equipment, or clothing, whichever is appropriate when the spell is cast.<br \/>Any creature striking the subject with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject&#39;s barbs.<br \/>This damage does not apply to attackers using reach weapons, such as longspears.<br \/>The subject itself is not harmed by its own barbs.<br \/>Material Component: A thorn.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded devils and horned devils.\nA creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the remaining duration of the spell.\nThe continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + caster's ability modifier), a cure spell, or a heal spell.","short_description":"The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded de...","material_components":"0","name":"Infernal Wound","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Infernal Wound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded devils and horned devils.<br \/>A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the remaining duration of the spell.<br \/>The continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + caster&#39;s ability modifier), a cure spell, or a heal spell.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"","duration":"1 round\/level; see text","saving_throw":"None (object) and Reflex negates; see text","spell_resistance":"No","description":"Unless controlled, the Ever-Changing Chaos of Limbo is just what the plane's name implies: a roiling soup of energy and elements.\nNatives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of raw limbo must make a DC 16 Wisdom check to gain control over the dangerous roil.\nThe perinarch spell gives the caster automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature's control) in close range.\nControl allows the perinarch (the name sometimes given to those who can cast the perinarch spell) to reshape the raw limbo as she desires, adding or subtracting one of the four basic elements once per round as a standard action.\nA favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air.\nCasting this spell overlaps with the control already (potentially) established by the perinarch with a Wisdom check.\nAllies of the caster may give their control over to the perinarch caster contiguous with the spell being cast, if they so choose.\nControl cannot be wrested away from the caster while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom score).\nIf the perinarch moves more than 100 feet away from the area that she controlled, the order she imposed fades away.\nA perinarch is unable to achieve any works of complexity within an area she controls.\nBut she can mix two or three elements in a crude fashion; a few examples are provided below.\nThe perinarch may attempt to seize control of a new area that already contains foes; however, foes can make a Reflex save to get out of the area.\nThick Barrier: A perinarch can thicken empty air with dust and rock, creating a zone around herself and her allies that outside creatures must hack or force a way through.\nTheir speed drops to 5 feet, or 10 feet for Large or larger creatures.\nFiery Barrier: A perinarch can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it.\nThe field also deals 3d10 points of fire damage for each round a creature lingers within it.\nComplete Barrier: A perinarch can create a complete barrier of solid stone encircling herself and her allies, preventing access by any other than the most accomplished tunnelers.\nOn the other hand, a perinarch can attempt to trap foes within their own bubble of solid stone.","short_description":"Unless controlled, the Ever-Changing Chaos of Limbo is just what the plane's name implies: a roiling ...","material_components":"0","name":"Perinarch","level":"Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Perinarch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object) and Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Unless controlled, the Ever-Changing Chaos of Limbo is just what the plane&#39;s name implies: a roiling soup of energy and elements.<br \/>Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of &quot;raw&quot; limbo must make a DC 16 Wisdom check to gain control over the dangerous roil.<br \/>The perinarch spell gives the caster automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature&#39;s control) in close range.<br \/>Control allows the perinarch (the name sometimes given to those who can cast the perinarch spell) to reshape the raw limbo as she desires, adding or subtracting one of the four basic elements once per round as a standard action.<br \/>A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air.<br \/>Casting this spell overlaps with the control already (potentially) established by the perinarch with a Wisdom check.<br \/>Allies of the caster may give their control over to the perinarch caster contiguous with the spell being cast, if they so choose.<br \/>Control cannot be wrested away from the caster while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom score).<br \/>If the perinarch moves more than 100 feet away from the area that she controlled, the order she imposed fades away.<br \/>A perinarch is unable to achieve any works of complexity within an area she controls.<br \/>But she can mix two or three elements in a crude fashion; a few examples are provided below.<br \/>The perinarch may attempt to seize control of a new area that already contains foes; however, foes can make a Reflex save to get out of the area.<br \/>Thick Barrier: A perinarch can &quot;thicken&quot; empty air with dust and rock, creating a zone around herself and her allies that outside creatures must hack or force a way through.<br \/>Their speed drops to 5 feet, or 10 feet for Large or larger creatures.<br \/>Fiery Barrier: A perinarch can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it.<br \/>The field also deals 3d10 points of fire damage for each round a creature lingers within it.<br \/>Complete Barrier: A perinarch can create a complete barrier of solid stone encircling herself and her allies, preventing access by any other than the most accomplished tunnelers.<br \/>On the other hand, a perinarch can attempt to trap foes within their own bubble of solid stone.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As perinarch, except that the caster can cast this spell on any highly morphic or divinely morphic plane (most of the Outer Planes are divinely morphic).\nHowever, mortals who change the fabric of a god's domain should think twice, depending on the DM's interpretation of a given god's territorial nature.","short_description":"As perinarch, except that the caster can cast this spell on any highly morphic or divinely morphic pl...","material_components":"0","name":"Perinarch, Planar","level":"Druid 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Perinarch, Planar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As perinarch, except that the caster can cast this spell on any highly morphic or divinely morphic plane (most of the Outer Planes are divinely morphic).<br \/>However, mortals who change the fabric of a god&#39;s domain should think twice, depending on the DM&#39;s interpretation of a given god&#39;s territorial nature.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates; see text","spell_resistance":"No","description":"This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15).\nThis reduction can't lower a subject's spell resistance below 0.\nThe target of the spell takes a penalty on its saving throw equal to your caster level.","short_description":"This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15).","material_components":"0","name":"Spell Vulnerability","level":"Cleric 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Spell Vulnerability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell reduces the subject&#39;s spell resistance by 1 per caster level (maximum reduction 15).<br \/>This reduction can&#39;t lower a subject&#39;s spell resistance below 0.<br \/>The target of the spell takes a penalty on its saving throw equal to your caster level.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One or more rays of electricity","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You can convert an unused usage of your higher-order planar touchstone ability into a ray of electricity (see the Planar Touchstone feat, page 41).\nThis ray exhausts one use of your higher-order ability and deals 5d6 points of electricity damage to the target with a successful ranged touch attack.\nFor every five levels gained above 7th, you may fire one additional ray of electricity (to a maximum of three rays at 17th level).\nEach ray exhausts one of your higher-order ability uses.","short_description":"You can convert an unused usage of your higher-order planar touchstone ability into a ray of electric...","material_components":"0","name":"Touchstone Lightning","level":"Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Touchstone Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more rays of electricity<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can convert an unused usage of your higher-order planar touchstone ability into a ray of electricity (see the Planar Touchstone feat, page 41).<br \/>This ray exhausts one use of your higher-order ability and deals 5d6 points of electricity damage to the target with a successful ranged touch attack.<br \/>For every five levels gained above 7th, you may fire one additional ray of electricity (to a maximum of three rays at 17th level).<br \/>Each ray exhausts one of your higher-order ability uses.<\/p><\/p>Reference: Planar Handbook<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One magic-absorbing sphere per caster level","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about the size of your head.\nThese spheres hover around you to provide protection from magical effects.\nAs a standard action, you may shift the spell's effect (and thus all the spheres) to any other creature within range.\nEach of these spheres can absorb and completely negate any spell or spell-like ability, regardless of level, that directly targets the subject.\nThe spheres do not automatically absorb all spells; the subject may choose whether or not to let them absorb any given spell cast upon it.\n(This option allows the creature to benefit from helpful spells).\nArea spells and spells that do not actually have a target (such as Bigby's interposing hand) cannot be absorbed.\nOnce a sphere has absorbed a spell or spell-like ability, it simply fades away.\nOnly spells and spell-like abilities of deific power can overcome the protection provided by Elminster's effulgent epuration.","short_description":"When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about t...","material_components":"0","name":"Elminster's Effulgent Epuration","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Elminster's Effulgent Epuration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One magic-absorbing sphere per caster level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about the size of your head.<br \/>These spheres hover around you to provide protection from magical effects.<br \/>As a standard action, you may shift the spell&#39;s effect (and thus all the spheres) to any other creature within range.<br \/>Each of these spheres can absorb and completely negate any spell or spell-like ability, regardless of level, that directly targets the subject.<br \/>The spheres do not automatically absorb all spells; the subject may choose whether or not to let them absorb any given spell cast upon it.<br \/>(This option allows the creature to benefit from helpful spells).<br \/>Area spells and spells that do not actually have a target (such as Bigby&#39;s interposing hand) cannot be absorbed.<br \/>Once a sphere has absorbed a spell or spell-like ability, it simply fades away.<br \/>Only spells and spell-like abilities of deific power can overcome the protection provided by Elminster&#39;s effulgent epuration.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"10 ft.","target":"You and any allies within a 10-ft.-radius emanation centered on you","effect":"","area":"","duration":"1 min.\/level","saving_throw":"No; see text","spell_resistance":"Yes","description":"You create an unmoving, transparent sphere of force centered on you.\nThe interior of the sphere and everything within 5 feet of its edge is illuminated with light equivalent to that of a candle.\nYou and your allies may enter the sphere at will.\nAny other creature that tries to enter must make a Will saving throw to succeed.\nAny creature may leave the sphere freely, but a creature that has left must make a successful Will save to enter again, even if it is you or one of your allies.\nCreatures within the area of the sphere at the time of casting are not forced out.\nWhile in the area of the forceward, you and your allies each gain a +2 sacred bonus on saving throws against effects created by evil creatures.\nCreatures within the area that are not your allies gain no benefit.\nThe forceward does not prevent spells or objects from entering the area, so it is possible for two creatures on opposite sides of the sphere's edge to fight without penalties.\nA creature using unarmed attacks or natural weapons in this manner, however, must still make a Will save each round, or its attacks cannot pass the forceward's boundary.","short_description":"You create an unmoving, transparent sphere of force centered on you.","material_components":"0","name":"Forceward","level":"Paladin 3","full_text":"<div><p><h5>Forceward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an unmoving, transparent sphere of force centered on you.<br \/>The interior of the sphere and everything within 5 feet of its edge is illuminated with light equivalent to that of a candle.<br \/>You and your allies may enter the sphere at will.<br \/>Any other creature that tries to enter must make a Will saving throw to succeed.<br \/>Any creature may leave the sphere freely, but a creature that has left must make a successful Will save to enter again, even if it is you or one of your allies.<br \/>Creatures within the area of the sphere at the time of casting are not forced out.<br \/>While in the area of the forceward, you and your allies each gain a +2 sacred bonus on saving throws against effects created by evil creatures.<br \/>Creatures within the area that are not your allies gain no benefit.<br \/>The forceward does not prevent spells or objects from entering the area, so it is possible for two creatures on opposite sides of the sphere&#39;s edge to fight without penalties.<br \/>A creature using unarmed attacks or natural weapons in this manner, however, must still make a Will save each round, or its attacks cannot pass the forceward&#39;s boundary.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Like shield other, this spell wards the subjects, creating a mystic connection between them and you that transfers some of their wounds to you.\nEach subject gains a +1 deflection bonus to AC and a +1 resistance bonus on all saving throws.\nIn addition, each subject takes only one-half the normal hit point damage from any attack, and you take the remainder.\nForms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and disintegration, are not affected.\nIf a subject's hit points are reduced because of a lowered Constitution score, that reduction is not split with you because it is not hit point damage.\nWhen the spell ends, any subsequent damage is no longer divided between you and the subjects, but the damage you took for the subjects is not reassigned to them.\nIf you die while glory of the martyr is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject.\nIf a subject dies or moves out of range of the spell, that subject's connection to you is severed, but the spell remains in force with respect to other subjects.\nIf your connection with all subjects is severed, the spell ends.\nFocus: A platinum ring worth at least 50 gp worn by you and each subject of the spell.","short_description":"Like shield other, this spell wards the subjects, creating a mystic connection between them and you t...","material_components":"0","name":"Glory of the Martyr","level":"","full_text":"<div><p><h5>Glory of the Martyr<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Like shield other, this spell wards the subjects, creating a mystic connection between them and you that transfers some of their wounds to you.<br \/>Each subject gains a +1 deflection bonus to AC and a +1 resistance bonus on all saving throws.<br \/>In addition, each subject takes only one-half the normal hit point damage from any attack, and you take the remainder.<br \/>Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and disintegration, are not affected.<br \/>If a subject&#39;s hit points are reduced because of a lowered Constitution score, that reduction is not split with you because it is not hit point damage.<br \/>When the spell ends, any subsequent damage is no longer divided between you and the subjects, but the damage you took for the subjects is not reassigned to them.<br \/>If you die while glory of the martyr is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject.<br \/>If a subject dies or moves out of range of the spell, that subject&#39;s connection to you is severed, but the spell remains in force with respect to other subjects.<br \/>If your connection with all subjects is severed, the spell ends.<br \/>Focus: A platinum ring worth at least 50 gp worn by you and each subject of the spell.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"Protective star of energy","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a candle.\nThis star has the following three functions, and you can designate which function to activate as a free action on your turn.\nSpell Turning: The holy star can turn a total of four to seven (1d4+3) spell levels as the spell turning spell.\nAny turning potential depleted through this use remains so for the duration of the spell; the holy star does not return to full capacity every time you choose this function.\nIf its entire spell turning capacity is expended, this function no longer works, but the others do.\nProtection: The holy star gives you a +10 circumstance bonus to AC without affecting your actions.\nFire Bolt: The holy star lashes out with a beam of energy as a ranged touch attack against a creature up to 90 feet away.\nThis attack uses your attack bonus and deals fire damage equal to 1d6 points per two caster levels (maximum 10d6).","short_description":"You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a...","material_components":"0","name":"Holy Star","level":"","full_text":"<div><p><h5>Holy Star<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Protective star of energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a candle.<br \/>This star has the following three functions, and you can designate which function to activate as a free action on your turn.<br \/>Spell Turning: The holy star can turn a total of four to seven (1d4+3) spell levels as the spell turning spell.<br \/>Any turning potential depleted through this use remains so for the duration of the spell; the holy star does not return to full capacity every time you choose this function.<br \/>If its entire spell turning capacity is expended, this function no longer works, but the others do.<br \/>Protection: The holy star gives you a +10 circumstance bonus to AC without affecting your actions.<br \/>Fire Bolt: The holy star lashes out with a beam of energy as a ranged touch attack against a creature up to 90 feet away.<br \/>This attack uses your attack bonus and deals fire damage equal to 1d6 points per two caster levels (maximum 10d6).<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"10-ft.-high barrier of force in a 5-ft.-diameter circle or 10-ft.-long line","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"You create an immobile barrier of force that glows as though with moonlight.\nYou can form the barrier either as a circular shield 5 feet in diameter and 10 feet high around a willing creature, or as a flat, 10-foot-square plane placed either horizontally (across a doorway, for example) or vertically (covering a pit or trap door), as long as it is anchored along at least one edge.\nThe barrier has an inside and an outside.\nFrom the inside, it is transparent and passable; any creature can move through it.\nFrom the outside, it is opaque and virtually impassable--no creature or attack can pass through from this direction.\nCreatures inside the moonweb have cover and total concealment against attacks that originate on the outside.","short_description":"You create an immobile barrier of force that glows as though with moonlight.","material_components":"0","name":"Moonweb","level":"","full_text":"<div><p><h5>Moonweb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft.-high barrier of force in a 5-ft.-diameter circle or 10-ft.-long line<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an immobile barrier of force that glows as though with moonlight.<br \/>You can form the barrier either as a circular shield 5 feet in diameter and 10 feet high around a willing creature, or as a flat, 10-foot-square plane placed either horizontally (across a doorway, for example) or vertically (covering a pit or trap door), as long as it is anchored along at least one edge.<br \/>The barrier has an inside and an outside.<br \/>From the inside, it is transparent and passable; any creature can move through it.<br \/>From the outside, it is opaque and virtually impassable&#8212;no creature or attack can pass through from this direction.<br \/>Creatures inside the moonweb have cover and total concealment against attacks that originate on the outside.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 5 ft.\/level)","target":"","effect":"","area":"30-ft.-radius emanation, +5 ft.\/level","duration":"1 round\/level","saving_throw":"Will partial; see text","spell_resistance":"No","description":"This potent spell conjures forth a thick, billowing cloud of mist that functions as a solid fog spell.\nIn addition, the mist creates a sinkhole in the Weave, greatly reducing the power of spellcasters in that spot.\nEach character within the area of Mystra's miasma takes a -4 penalty on caster level checks when attempting to cast spells.\nA successful Will save made upon first entering the miasma negates this effect.\nCreatures who access the Shadow Weave to cast their spells are immune to the caster level check penalty unless you also call upon the Shadow Weave.\nIn that case, the spell is called Shar's miasma and Weave users are immune to the caster level check penalty.\nMaterial Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.","short_description":"This potent spell conjures forth a thick, billowing cloud of mist that functions as a solid fog spell...","material_components":"0","name":"Mystra's Miasma","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Mystra's Miasma<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 5 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This potent spell conjures forth a thick, billowing cloud of mist that functions as a solid fog spell.<br \/>In addition, the mist creates a &quot;sinkhole&quot; in the Weave, greatly reducing the power of spellcasters in that spot.<br \/>Each character within the area of Mystra&#39;s miasma takes a -4 penalty on caster level checks when attempting to cast spells.<br \/>A successful Will save made upon first entering the miasma negates this effect.<br \/>Creatures who access the Shadow Weave to cast their spells are immune to the caster level check penalty unless you also call upon the Shadow Weave.<br \/>In that case, the spell is called Shar&#39;s miasma and Weave users are immune to the caster level check penalty.<br \/>Material Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.\nThis glow grants the subject a sacred bonus equal to +1 per caster level (maximum +10) on saving throws against effects that work by causing pain (such as Nybor's gentle reminder), effects that would cause the target to become sickened or nauseated, and fear effects.","short_description":"You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.","material_components":"0","name":"Rosemantle","level":"","full_text":"<div><p><h5>Rosemantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.<br \/>This glow grants the subject a sacred bonus equal to +1 per caster level (maximum +10) on saving throws against effects that work by causing pain (such as Nybor&#39;s gentle reminder), effects that would cause the target to become sickened or nauseated, and fear effects.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One natural or magical hazard; see text","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"From your fingertips springs a thin line of bright red light that can negate any of several magical or mundane hazards.\nEach version of this spell can target one of the hazards described below and correct it in the manner described.\nUnless specifically stated otherwise, this spell affects\nmagical and mundane hazards of the indicated type equally.\nFor example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.\n* Any trap targeted by the ray is sprung.\nThis version of the spell may have adverse effects on creatures standing within a trap's area.\nYou must be aware of a trap to cast ruby ray of reversal on it.\n* The spell unties knots and causes chains, manacles, and similar restraining devices to fall away.\nEntangle and similar magical effects are dispelled.\nDoors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened.\n* A hole with a radius of up to 1 foot is created in a wall of force, forcecage, or similar spell or effect.\nThis function of the spell does not destroy the targeted effect, but creatures trapped by it may be able to wriggle free.\n* A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form.\n* A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster's soul.\n* Webs, slime, grease, and other substances that would hamper movement are destroyed in an area with a radius of up to 20 feet.\n(Treat this effect as a spread, as described on page 175 of the Player's Handbook).\nMaterial Component: A ruby worth at least 1,000 gp.","short_description":"From your fingertips springs a thin line of bright red light that can negate any of several magical o...","material_components":"0","name":"Ruby Ray of Reversal","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Ruby Ray of Reversal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>From your fingertips springs a thin line of bright red light that can negate any of several magical or mundane hazards.<br \/>Each version of this spell can target one of the hazards described below and &quot;correct&quot; it in the manner described.<br \/>Unless specifically stated otherwise, this spell affects<br \/>magical and mundane hazards of the indicated type equally.<br \/>For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.\n\t<ul>\n\t\t<li>Any trap targeted by the ray is sprung.<\/li>\n\t<\/ul><br \/>This version of the spell may have adverse effects on creatures standing within a trap&#39;s area.<br \/>You must be aware of a trap to cast ruby ray of reversal on it.\n\t<ul>\n\t\t<li>The spell unties knots and causes chains, manacles, and similar restraining devices to fall away.<\/li>\n\t<\/ul><br \/>Entangle and similar magical effects are dispelled.<br \/>Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened.\n\t<ul>\n\t\t<li>A hole with a radius of up to 1 foot is created in a wall of force, forcecage, or similar spell or effect.<\/li>\n\t<\/ul><br \/>This function of the spell does not destroy the targeted effect, but creatures trapped by it may be able to wriggle free.\n\t<ul>\n\t\t<li>A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form.<\/li>\n\t\t<li>A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster&#39;s soul.<\/li>\n\t\t<li>Webs, slime, grease, and other substances that would hamper movement are destroyed in an area with a radius of up to 20 feet.<\/li>\n\t<\/ul><br \/>(Treat this effect as a spread, as described on page 175 of the Player&#39;s Handbook).<br \/>Material Component: A ruby worth at least 1,000 gp.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The touched creature gains damage reduction 15\/- for 1 round.","short_description":"The touched creature gains damage reduction 15\/- for 1 round.","material_components":"0","name":"Shield of Lathander","level":"","full_text":"<div><p><h5>Shield of Lathander<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The touched creature gains damage reduction 15\/- for 1 round.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like shield of Lathander, except that the target gains damage reduction 20\/-, immunity to negative energy and energy drain, and resistance 10 to acid, cold, electricity, fire, and sonic energy.","short_description":"This spell functions like shield of Lathander, except that the target gains damage reduction 20\/-, im...","material_components":"0","name":"Shield of Lathander, Greater","level":"","full_text":"<div><p><h5>Shield of Lathander, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like shield of Lathander, except that the target gains damage reduction 20\/-, immunity to negative energy and energy drain, and resistance 10 to acid, cold, electricity, fire, and sonic energy.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action; see text","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities, but not against supernatural or extraordinary abilities.\nAt 11th level, you can cast this spell on yourself as a free action.","short_description":"The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities, but...","material_components":"0","name":"Spell Shield","level":"","full_text":"<div><p><h5>Spell Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities, but not against supernatural or extraordinary abilities.<br \/>At 11th level, you can cast this spell on yourself as a free action.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 full round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You create a magical aura around the subject that protects it against certain spells.\nUpon casting, you must designate one spell of 4th level or lower per four caster levels you possess.\nThese choices cannot be spells delivered by touch attacks.\nWhen the subject of this spell is the target of or within the area of one of the designated spells, the spellmantle absorbs the incoming spell's energy completely.\nThe target can then direct this energy to one of the following two purposes.\nHealing: The subject immediately receives a cure wounds spell of the same level as the spell that was absorbed.\nThe cure spell functions as if you had cast it upon the target.\nIf the subject is unconscious, the incoming spell is automatically converted to a cure spell.\nReceive Spell: The incoming spell's energy can immediately trigger another spell upon the target.\nTo allow the subject this option, you must designate one spell of 4th level or lower that you have prepared at the time of casting.\nThis spell must be one that affects the target's person.\nDesignating one of your spells for this purpose does not cause you to lose the prepared spell, either now or when the effect is triggered.\nIf the level of the incoming spell is lower than that of your designated spell, the subject cannot activate this effect.\nOtherwise, if the subject chooses this option, your designated spell functions as if you had cast it.\nThe duration of this triggered spell can outlast that of the spellmantle itself.\nFor example, you could designate lightning bolt as one of the spells the spellmantle absorbs and choose magic circle against evil to be the spell the target receives.\nIn that case, every time the subject is in the area of a lightning bolt (or any other spell of 3rd level or higher that you designate), it can choose to be immediately protected by magic circle against evil.\nThe spellmantle can absorb from three to nine spell levels (1d4 +1 per four caster levels) of incoming spells.\nIf the spellmantle lacks sufficient capacity to absorb a spell, the absorption does not occur.\nOnce it has absorbed its capacity, it dissipates.","short_description":"You create a magical aura around the subject that protects it against certain spells.","material_components":"0","name":"Spellmantle","level":"","full_text":"<div><p><h5>Spellmantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You create a magical aura around the subject that protects it against certain spells.<br \/>Upon casting, you must designate one spell of 4th level or lower per four caster levels you possess.<br \/>These choices cannot be spells delivered by touch attacks.<br \/>When the subject of this spell is the target of or within the area of one of the designated spells, the spellmantle absorbs the incoming spell&#39;s energy completely.<br \/>The target can then direct this energy to one of the following two purposes.<br \/>Healing: The subject immediately receives a cure wounds spell of the same level as the spell that was absorbed.<br \/>The cure spell functions as if you had cast it upon the target.<br \/>If the subject is unconscious, the incoming spell is automatically converted to a cure spell.<br \/>Receive Spell: The incoming spell&#39;s energy can immediately trigger another spell upon the target.<br \/>To allow the subject this option, you must designate one spell of 4th level or lower that you have prepared at the time of casting.<br \/>This spell must be one that affects the target&#39;s person.<br \/>Designating one of your spells for this purpose does not cause you to lose the prepared spell, either now or when the effect is triggered.<br \/>If the level of the incoming spell is lower than that of your designated spell, the subject cannot activate this effect.<br \/>Otherwise, if the subject chooses this option, your designated spell functions as if you had cast it.<br \/>The duration of this triggered spell can outlast that of the spellmantle itself.<br \/>For example, you could designate lightning bolt as one of the spells the spellmantle absorbs and choose magic circle against evil to be the spell the target receives.<br \/>In that case, every time the subject is in the area of a lightning bolt (or any other spell of 3rd level or higher that you designate), it can choose to be immediately protected by magic circle against evil.<br \/>The spellmantle can absorb from three to nine spell levels (1d4 +1 per four caster levels) of incoming spells.<br \/>If the spellmantle lacks sufficient capacity to absorb a spell, the absorption does not occur.<br \/>Once it has absorbed its capacity, it dissipates.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell protects you against some condition--such as being immersed in boiling oil or being buried under an avalanche--that would ordinarily cause certain death.\nYou can protect yourself only against a natural occurrence or a nonmagical condition, not against a spell or the direct attack of a creature (such as the breath of a dragon or the swords of a group of bandits).\nAt the time of casting, you must specify the condition against which you wish to protect yourself.\nShould you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition, though the spell does not protect any items carried on your person.\nIf you are still subject to the condition at the end of the spell's duration, you suffer its full normal effects.\nMaterial Component: An ointment of peach syrup and cinnabar.","short_description":"This spell protects you against some condition--such as being immersed in boiling oil or being buried...","material_components":"0","name":"Surelife","level":"","full_text":"<div><p><h5>Surelife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell protects you against some condition&#8212;such as being immersed in boiling oil or being buried under an avalanche&#8212;that would ordinarily cause certain death.<br \/>You can protect yourself only against a natural occurrence or a nonmagical condition, not against a spell or the direct attack of a creature (such as the breath of a dragon or the swords of a group of bandits).<br \/>At the time of casting, you must specify the condition against which you wish to protect yourself.<br \/>Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition, though the spell does not protect any items carried on your person.<br \/>If you are still subject to the condition at the end of the spell&#39;s duration, you suffer its full normal effects.<br \/>Material Component: An ointment of peach syrup and cinnabar.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Magic symbol touched","effect":"","area":"","duration":"10 minutes or until discharged","saving_throw":"None","spell_resistance":"No","description":"You place a protective spell upon your hand that allows you to touch an untriggered magic sigil (such as a glyph of warding or a symbol of death) without setting it off.\nThe touched sigil is removed from its location and held as magical potential on your hand, as though it were a touch spell.\nTo pick up the spell in this manner, you must make a successful caster level check (DC 20 + spell level).\nFailure indicates that you have triggered the glyph or symbol.\nIf you successfully transfer the sigil to your hand, you can use a standard action to place it on a surface (not a creature) of the sort on which it can normally be scribed.\nThe transferred sigil works normally thereafter and retains all its original triggering conditions, although its current location might make its triggers difficult or impossible to achieve.\nYou can maintain the magic sigil on your hand as long as you concentrate.\nIf your concentration lapses or the spell duration expires while the sigil is thus stored as potential, it immediately triggers upon you (and only you), even if you normally would not meet its trigger conditions.\nThe effect has the same saving throw and spell resistance aspects as the original spell did.\nThe only safe way to rid yourself of the stored spell it to place it upon a suitable surface.\nFocus: A piece of slate that has been scoured bare and smooth on one side.","short_description":"You place a protective spell upon your hand that allows you to touch an untriggered magic sigil (such...","material_components":"0","name":"Transcribe Symbol","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Transcribe Symbol<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You place a protective spell upon your hand that allows you to touch an untriggered magic sigil (such as a glyph of warding or a symbol of death) without setting it off.<br \/>The touched sigil is removed from its location and held as magical potential on your hand, as though it were a touch spell.<br \/>To pick up the spell in this manner, you must make a successful caster level check (DC 20 + spell level).<br \/>Failure indicates that you have triggered the glyph or symbol.<br \/>If you successfully transfer the sigil to your hand, you can use a standard action to place it on a surface (not a creature) of the sort on which it can normally be scribed.<br \/>The transferred sigil works normally thereafter and retains all its original triggering conditions, although its current location might make its triggers difficult or impossible to achieve.<br \/>You can maintain the magic sigil on your hand as long as you concentrate.<br \/>If your concentration lapses or the spell duration expires while the sigil is thus stored as potential, it immediately triggers upon you (and only you), even if you normally would not meet its trigger conditions.<br \/>The effect has the same saving throw and spell resistance aspects as the original spell did.<br \/>The only safe way to rid yourself of the stored spell it to place it upon a suitable surface.<br \/>Focus: A piece of slate that has been scoured bare and smooth on one side.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/5 levels","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You grant one or more creatures special abilities that allow them to effectively destroy undead.\nEach subject of this spell functions as if affected by negative energy protection, except that a +10 sacred bonus applies to its resistance roll against such attacks.\nIt also gains a +4 deflection bonus to AC against attacks by undead and is immune to special attacks by undead that deal ability damage or ability drain, or afflict the target with disease or poison.\nThe subject can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons and ignore any damage reduction an undead opponent may have.","short_description":"You grant one or more creatures special abilities that allow them to effectively destroy undead.","material_components":"0","name":"Undeath's Eternal Foe","level":"","full_text":"<div><p><h5>Undeath's Eternal Foe<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You grant one or more creatures special abilities that allow them to effectively destroy undead.<br \/>Each subject of this spell functions as if affected by negative energy protection, except that a +10 sacred bonus applies to its resistance roll against such attacks.<br \/>It also gains a +4 deflection bonus to AC against attacks by undead and is immune to special attacks by undead that deal ability damage or ability drain, or afflict the target with disease or poison.<br \/>The subject can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons and ignore any damage reduction an undead opponent may have.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"15-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"You cause a rain of rocks to fall from the sky, burying your opponents.\nYou designate the spot on which the burst is centered.\nEach creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under rubble (see Avalanches, page 90 of the Dungeon Master's Guide).\nA successful save halves the damage and avoids burial.\nBuried subjects are subject to suffocation (see page 304 of the Dungeon Master's Guide) until they climb out from under the rocks (a full-round action).\nFocus: A quartz crystal embedded in rock.","short_description":"You cause a rain of rocks to fall from the sky, burying your opponents.","material_components":"0","name":"Bombardment","level":"Druid 8","full_text":"<div><p><h5>Bombardment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause a rain of rocks to fall from the sky, burying your opponents.<br \/>You designate the spot on which the burst is centered.<br \/>Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under rubble (see Avalanches, page 90 of the Dungeon Master&#39;s Guide).<br \/>A successful save halves the damage and avoids burial.<br \/>Buried subjects are subject to suffocation (see page 304 of the Dungeon Master&#39;s Guide) until they climb out from under the rocks (a full-round action).<br \/>Focus: A quartz crystal embedded in rock.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, AF","casting_time":"10 minutes","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 day","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell creates a single magic tattoo.\nYou determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below.\nYou must possess a modicum of artistic talent to sketch the desired tattoo--at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill.\nInscribing a magic tattoo requires a successful Craft check.\nThe DC varies with the kind of tattoo, as noted below.\nIf you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10).\n* +2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).\n* +1 luck bonus on attack rolls.\n* +1 deflection bonus to AC.\nAt 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC 15):\n* +2 resistance bonus on all saving throws.\n* +2 competence bonus on attack rolls.\nWhen your caster level reaches 13th, you may add the following to the list of tattoos you can inscribe (Craft DC 20).\n* Spell resistance equal to 10 + 1\/six caster levels.\n* +2 enhancement bonus to any one ability score.\n* +1 level of spellcasting ability.\nThis effect increases the subject's effective level, but not the total number of spells.\nFor example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells.\nA single creature can have only three magic tattoos at a time.\nAny attempt to apply more than that automatically fails.\nA successful erase spell removes a single magic tattoo.\nA successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them (see the dispel magic spell description, page 223 of the Player's Handbook).\nMaterial Components: Tattoo inks in appropriate colors costing at least 100 gp.\nFocus: Tattoo needles.","short_description":"This spell creates a single magic tattoo.","material_components":"0","name":"Create Magic Tattoo","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Create Magic Tattoo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a single magic tattoo.<br \/>You determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below.<br \/>You must possess a modicum of artistic talent to sketch the desired tattoo&#8212;at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill.<br \/>Inscribing a magic tattoo requires a successful Craft check.<br \/>The DC varies with the kind of tattoo, as noted below.<br \/>If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10).\n\t<ul>\n\t\t<li>+2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).<\/li>\n\t\t<li>+1 luck bonus on attack rolls.<\/li>\n\t\t<li>+1 deflection bonus to AC.<\/li>\n\t<\/ul><br \/>At 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC 15):\n\t<ul>\n\t\t<li>+2 resistance bonus on all saving throws.<\/li>\n\t\t<li>+2 competence bonus on attack rolls.<\/li>\n\t<\/ul><br \/>When your caster level reaches 13th, you may add the following to the list of tattoos you can inscribe (Craft DC 20).\n\t<ul>\n\t\t<li>Spell resistance equal to 10 + 1\/six caster levels.<\/li>\n\t\t<li>+2 enhancement bonus to any one ability score.<\/li>\n\t\t<li>+1 level of spellcasting ability.<\/li>\n\t<\/ul><br \/>This effect increases the subject&#39;s effective level, but not the total number of spells.<br \/>For example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells.<br \/>A single creature can have only three magic tattoos at a time.<br \/>Any attempt to apply more than that automatically fails.<br \/>A successful erase spell removes a single magic tattoo.<br \/>A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them (see the dispel magic spell description, page 223 of the Player&#39;s Handbook).<br \/>Material Components: Tattoo inks in appropriate colors costing at least 100 gp.<br \/>Focus: Tattoo needles.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"Patch of brown mold","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You cause a 5-foot-diameter patch of brown mold to appear, centered on the point you touch.\nYou can cause it to appear on a living target by making a successful melee touch attack against that creature.\nAs described on page 76 of the Dungeon Master's Guide, every living creature within 5 feet of the brown mold takes 3d6 points of nonlethal cold damage each round.\nFire brought within 5 feet of the patch instantly doubles its size, and cold damage instantly destroys it.","short_description":"You cause a 5-foot-diameter patch of brown mold to appear, centered on the point you touch.","material_components":"0","name":"Mold Touch","level":"","full_text":"<div><p><h5>Mold Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Patch of brown mold<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a 5-foot-diameter patch of brown mold to appear, centered on the point you touch.<br \/>You can cause it to appear on a living target by making a successful melee touch attack against that creature.<br \/>As described on page 76 of the Dungeon Master&#39;s Guide, every living creature within 5 feet of the brown mold takes 3d6 points of nonlethal cold damage each round.<br \/>Fire brought within 5 feet of the patch instantly doubles its size, and cold damage instantly destroys it.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"20-ft.-radius avalanche of snow, centered anywhere within range; see text","area":"","duration":"Instantaneous","saving_throw":"Reflex half or Reflex negates; see text","spell_resistance":"No","description":"You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.\nThe effect of an obedient avalanche on a creature depends on where it is in relation to the spell's point of origin, as follows.\nWithin 20 feet of the Point of Origin: Each creature in this area takes 1d8 points of damage per two caster levels (maximum 10d8), plus an additional 1d6 points of cold damage per two caster levels.\nA creature that fails its save is also buried (as described on page 90 of the Dungeon Master's Guide).\nAll squares within 20 feet of the point of origin are covered in heavy snow (see page 94 of the Dungeon Master's Guide),\nwhich persists as long as ordinary snow would.\nBetween 20 feet and 40 feet of the Point of Origin: A creature in this area takes half as much damage from the impact of the avalanche as one nearer the point of origin takes (Reflex save negates).\nOn a failed save, the snow has the additional effect of a bull rush, with a +13 bonus (+5 for an effective Strength of 20 and +8 for an effective size of Huge) on the requisite check.\nWith a successful bull rush, it pushes creatures away from the point of origin of the spell.\nAll squares in the ring 20 feet to 40 feet from the center point are covered in snow, which persists as long as ordinary snow would.\nTerrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (as described on page 91 of the Dungeon Master's Guide) even after the snow has melted.\nA structure hit by an obedient avalanche takes 1d6x10 points of damage.\nAn obedient avalanche extinguishes all flames it touches.","short_description":"You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a fros...","material_components":"0","name":"Obedient Avalanche","level":"","full_text":"<div><p><h5>Obedient Avalanche<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-radius avalanche of snow, centered anywhere within range; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half or Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.<br \/>The effect of an obedient avalanche on a creature depends on where it is in relation to the spell&#39;s point of origin, as follows.<br \/>Within 20 feet of the Point of Origin: Each creature in this area takes 1d8 points of damage per two caster levels (maximum 10d8), plus an additional 1d6 points of cold damage per two caster levels.<br \/>A creature that fails its save is also buried (as described on page 90 of the Dungeon Master&#39;s Guide).<br \/>All squares within 20 feet of the point of origin are covered in heavy snow (see page 94 of the Dungeon Master&#39;s Guide),<br \/>which persists as long as ordinary snow would.<br \/>Between 20 feet and 40 feet of the Point of Origin: A creature in this area takes half as much damage from the impact of the avalanche as one nearer the point of origin takes (Reflex save negates).<br \/>On a failed save, the snow has the additional effect of a bull rush, with a +13 bonus (+5 for an effective Strength of 20 and +8 for an effective size of Huge) on the requisite check.<br \/>With a successful bull rush, it pushes creatures away from the point of origin of the spell.<br \/>All squares in the ring 20 feet to 40 feet from the center point are covered in snow, which persists as long as ordinary snow would.<br \/>Terrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (as described on page 91 of the Dungeon Master&#39;s Guide) even after the snow has melted.<br \/>A structure hit by an obedient avalanche takes 1d6&#215;10 points of damage.<br \/>An obedient avalanche extinguishes all flames it touches.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"One quasi-real staglike creature","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"No","description":"You conjure a quasi-real, staglike creature that you can direct to either attack a target or simply carry you on its back.\nWhen you cast the spell, you decide whether you want the stag to appear next to you or form underneath you so that you may ride it immediately.\nThe stag has a speed of 60 feet and can act as soon as it\nappears, moving as you direct.\nControlling the stag is a free action.\nIt can move through the air as if it were on firm land, as a phantom steed spell (caster level 12th).\nIt can bear its rider's weight plus up to 10 pounds of additional weight per caster level.\nThe stag is a Large creature with an Armor Class of 18 (-1 size, +4 natural armor, + 5 Dex) and 7 hit points +1 hit point per caster level.\nIf it loses all its hit points, the spectral stag disappears.\nIf directed to attack a creature, the stag charges its target and initiates a bull rush.\nIt has an effective Strength of 18 for this purpose.\nThe stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of the stag.\nIf the bull rush fails, the stag (and you, if you are riding it) moves 5 feet straight back to where it was before it moved into the target's space.\nIf the bull rush succeeds, the stag moves the defender the maximum distance possible.\nThe defender must also make a Fortitude saving throw or be stunned for 1 round.\nWhen the spell ends, the stag vanishes.\nIf you were riding it at the time, you land safely on the ground.","short_description":"You conjure a quasi-real, staglike creature that you can direct to either attack a target or simply c...","material_components":"0","name":"Spectral Stag","level":"","full_text":"<div><p><h5>Spectral Stag<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One quasi-real staglike creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a quasi-real, staglike creature that you can direct to either attack a target or simply carry you on its back.<br \/>When you cast the spell, you decide whether you want the stag to appear next to you or form underneath you so that you may ride it immediately.<br \/>The stag has a speed of 60 feet and can act as soon as it<br \/>appears, moving as you direct.<br \/>Controlling the stag is a free action.<br \/>It can move through the air as if it were on firm land, as a phantom steed spell (caster level 12th).<br \/>It can bear its rider&#39;s weight plus up to 10 pounds of additional weight per caster level.<br \/>The stag is a Large creature with an Armor Class of 18 (-1 size, +4 natural armor, + 5 Dex) and 7 hit points +1 hit point per caster level.<br \/>If it loses all its hit points, the spectral stag disappears.<br \/>If directed to attack a creature, the stag charges its target and initiates a bull rush.<br \/>It has an effective Strength of 18 for this purpose.<br \/>The stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of the stag.<br \/>If the bull rush fails, the stag (and you, if you are riding it) moves 5 feet straight back to where it was before it moved into the target&#39;s space.<br \/>If the bull rush succeeds, the stag moves the defender the maximum distance possible.<br \/>The defender must also make a Fortitude saving throw or be stunned for 1 round.<br \/>When the spell ends, the stag vanishes.<br \/>If you were riding it at the time, you land safely on the ground.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","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 someone else may speak a command word at one end and be teleported to the other end.\nBefore casting this 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 they serve for repeated castings of the spell as long as the stones are not damaged.\nWhen you cast stone walk, you designate a command word and touch one of the stones.\nBoth stones then become attuned to the command word you designate.\nThereafter, any creature that speaks the command word while standing upon one of the stones is teleported (as though by greater teleport) to the other stone instantaneously.\nThe stones function once for every four caster levels you possess, and each usage can transport one willing Medium or smaller creature plus one additional willing Medium or smaller creature (each carrying gear or objects up to its maximum load) or its equivalent per three caster levels.\nA Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with each other.\nBecause of the special link between the stones, travel by means of this spell is not impeded by abjurations such as dimensional lock or forbiddance.\nA gate seal spell cast upon either stone suppresses the stone walk effect.\nMaterial Component: Preparation of each end 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 requires no material components.","short_description":"You magically link one location to another so that you or someone else may speak a command word at on...","material_components":"0","name":"Stone Walk","level":"","full_text":"<div><p><h5>Stone Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You magically link one location to another so that you or someone else may speak a command word at one end and be teleported to the other end.<br \/>Before casting this spell, you must prepare the ends of the link, both of which must be areas of stone 5 feet square.<br \/>This preparation takes 1 hour, and they serve for repeated castings of the spell as long as the stones are not damaged.<br \/>When you cast stone walk, you designate a command word and touch one of the stones.<br \/>Both stones then become attuned to the command word you designate.<br \/>Thereafter, any creature that speaks the command word while standing upon one of the stones is teleported (as though by greater teleport) to the other stone instantaneously.<br \/>The stones function once for every four caster levels you possess, and each usage can transport one willing Medium or smaller creature plus one additional willing Medium or smaller creature (each carrying gear or objects up to its maximum load) or its equivalent per three caster levels.<br \/>A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br \/>All creatures to be transported must be in contact with each other.<br \/>Because of the special link between the stones, travel by means of this spell is not impeded by abjurations such as dimensional lock or forbiddance.<br \/>A gate seal spell cast upon either stone suppresses the stone walk effect.<br \/>Material Component: Preparation of each end of the link requires a paste made from rubies and amber worth 2,500 gp.<br \/>Casting the spell requires a 2,500-gp diamond.<br \/>Activating one of the linked stones once the spell is cast requires no material components.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell functions like summon monster I, except that you summon an undead creature.\nSummon undead I conjures one of the creatures from the 1st-level list on the Summon Undead table below.\nYou choose which creature to summon, and you can change that choice each time you cast the spell.\nSummoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the cleric command undead ability.\nFocus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.","short_description":"This spell functions like summon monster I, except that you summon an undead creature.","material_components":"0","name":"Summon Undead I","level":"Blackguard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Summon Undead I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon monster I, except that you summon an undead creature.<br \/>Summon undead I conjures one of the creatures from the 1st-level list on the Summon Undead table below.<br \/>You choose which creature to summon, and you can change that choice each time you cast the spell.<br \/>Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the cleric command undead ability.<br \/>Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 2nd-level l...","material_components":"0","name":"Summon Undead II","level":"Blackguard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Summon Undead II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 3rd-level l...","material_components":"0","name":"Summon Undead III","level":"Blackguard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Summon Undead III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 4th-level l...","material_components":"0","name":"Summon Undead IV","level":"Blackguard 4 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Undead IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"","casting_time":"","range":"","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.","short_description":"This spell functions like summon undead I, except that you can summon one undead from the 5th-level l...","material_components":"0","name":"Summon Undead V","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Summon Undead V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Personal and touch","target":"You and one tree","effect":"","area":"","duration":"1 day (D)","saving_throw":"None","spell_resistance":"No","description":"You enter a normal tree, which must be large enough to accommodate your body in all three dimensions.\nYou can remain hidden within it for as long as you desire, up to 1 day.\nWhile you remain inside it, the tree nourishes and heals you.\nYou have no need to breathe or eat, and you regain a number of lost hit points equal to your character level for each hour spent in the tree.\nIf you remain inside for an entire day, you receive the benefit of a heal spell.\nThe tree also grants you total cover and protects you from extreme heat or cold, rain, sunlight, snow, and all other environmental conditions.\nYou can hear but not see what occurs outside the tree.\nMinor physical damage to the tree does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.\nIf the tree is totally destroyed (by a forest fire or a blight spell, for example), you are expelled from the tree and instantly slain unless you succeed on a DC 18 Fortitude save.","short_description":"You enter a normal tree, which must be large enough to accommodate your body in all three dimensions....","material_components":"0","name":"Tree Healing","level":"","full_text":"<div><p><h5>Tree Healing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal and touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You enter a normal tree, which must be large enough to accommodate your body in all three dimensions.<br \/>You can remain hidden within it for as long as you desire, up to 1 day.<br \/>While you remain inside it, the tree nourishes and heals you.<br \/>You have no need to breathe or eat, and you regain a number of lost hit points equal to your character level for each hour spent in the tree.<br \/>If you remain inside for an entire day, you receive the benefit of a heal spell.<br \/>The tree also grants you total cover and protects you from extreme heat or cold, rain, sunlight, snow, and all other environmental conditions.<br \/>You can hear but not see what occurs outside the tree.<br \/>Minor physical damage to the tree does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.<br \/>If the tree is totally destroyed (by a forest fire or a blight spell, for example), you are expelled from the tree and instantly slain unless you succeed on a DC 18 Fortitude save.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"1d4+3 summoned creatures","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell summons 1d4+3 fiendish (chaotic evil) or celestial (chaotic good) Medium vipers (snakes), which leap forth from your mouth to attack your enemies.\nStarting in the round you complete the spell, you may spit three vipers as a standard action or one viper as a move action.\n(Thus, if you move and then cast this spell, you may not spit any vipers until your next turn, but if you cast this spell without moving, you may spit forth one viper as your move action in that round).\nSpat vipers land at your feet in an adjacent square of your choice and act on the same round, on your turn, just as creatures summoned by a summon monster spell do.\nThe snakes are not actually present in your mouth, and they do not interfere with your breathing.\nHowever, until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech.\nWhen the spell's duration expires, all the vipers disappear, and any not yet brought forth are lost.\nWhen you use a summoning spell to summon an evil or good creature, it is a spell of that type.\nMaterial Component: A snakeskin.","short_description":"This spell summons 1d4+3 fiendish (chaotic evil) or celestial (chaotic good) Medium vipers (snakes), ...","material_components":"0","name":"Vipergout","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Vipergout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1d4+3 summoned creatures<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons 1d4+3 fiendish (chaotic evil) or celestial (chaotic good) Medium vipers (snakes), which leap forth from your mouth to attack your enemies.<br \/>Starting in the round you complete the spell, you may spit three vipers as a standard action or one viper as a move action.<br \/>(Thus, if you move and then cast this spell, you may not spit any vipers until your next turn, but if you cast this spell without moving, you may spit forth one viper as your move action in that round).<br \/>Spat vipers land at your feet in an adjacent square of your choice and act on the same round, on your turn, just as creatures summoned by a summon monster spell do.<br \/>The snakes are not actually present in your mouth, and they do not interfere with your breathing.<br \/>However, until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech.<br \/>When the spell&#39;s duration expires, all the vipers disappear, and any not yet brought forth are lost.<br \/>When you use a summoning spell to summon an evil or good creature, it is a spell of that type.<br \/>Material Component: A snakeskin.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Sand wall whose area is up to one 5-ft. square\/level (S)","area":"","duration":"Concentration + 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell conjures up a viscous, opaque wall of swirling sand.\nThe spell must be cast so that it rests on a solid surface.\nOnce cast, the wall is immobile.\nThe sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures may attempt to force their way through it.\nMoving through the wall of sand is difficult, requiring a full-round action and a Strength check.\nA creature moves 5 feet through the wall of sand for every 5 points by which its Strength check result exceeds 15.\nCreatures within the wall of sand are considered blinded and deafened, and they are unable to speak or breathe.\nThus, they may begin to suffocate if they remain within the wall too long (see page 304 of the Dungeon Master's Guide).\nSpells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 + spell level).\nIt is possible to attack a character inside or on the far side of the wall of sand with a melee weapon, provided that the following criteria are met.\nFirst, the attacker must have a general idea where the target is within the wall (that is, she must have seen her target enter the wall recently).\nSecondly, the target must be no deeper into the wall than the reach of the attacker's weapon (or, in the case of creatures on the far side of the wall, the wall itself must not be deeper than the attacker's reach).\nEven then, the target benefits from cover and total concealment.\nAny open, unprotected flame thrust into the wall of sand is instantly extinguished.\nArcane Material Component: A handful of sand.","short_description":"This spell conjures up a viscous, opaque wall of swirling sand.","material_components":"0","name":"Wall of Sand","level":"Cleric 4 \/ Druid 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Sand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Sand wall whose area is up to one 5-ft. square\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures up a viscous, opaque wall of swirling sand.<br \/>The spell must be cast so that it rests on a solid surface.<br \/>Once cast, the wall is immobile.<br \/>The sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures may attempt to force their way through it.<br \/>Moving through the wall of sand is difficult, requiring a full-round action and a Strength check.<br \/>A creature moves 5 feet through the wall of sand for every 5 points by which its Strength check result exceeds 15.<br \/>Creatures within the wall of sand are considered blinded and deafened, and they are unable to speak or breathe.<br \/>Thus, they may begin to suffocate if they remain within the wall too long (see page 304 of the Dungeon Master&#39;s Guide).<br \/>Spells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 + spell level).<br \/>It is possible to attack a character inside or on the far side of the wall of sand with a melee weapon, provided that the following criteria are met.<br \/>First, the attacker must have a general idea where the target is within the wall (that is, she must have seen her target enter the wall recently).<br \/>Secondly, the target must be no deeper into the wall than the reach of the attacker&#39;s weapon (or, in the case of creatures on the far side of the wall, the wall itself must not be deeper than the attacker&#39;s reach).<br \/>Even then, the target benefits from cover and total concealment.<br \/>Any open, unprotected flame thrust into the wall of sand is instantly extinguished.<br \/>Arcane Material Component: A handful of sand.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"You gain an intuitive insight into the weaknesses and flaws of mechanical objects.\nYou can make untrained Disable Device and Open Lock checks as if you had 1\/2 rank in each skill.\nYou gain an insight bonus equal to your caster level (maximum +15) on Disable Device and Open Lock checks.","short_description":"You gain an intuitive insight into the weaknesses and flaws of mechanical objects.","material_components":"0","name":"Understand Device","level":"","full_text":"<div><p><h5>Understand Device<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain an intuitive insight into the weaknesses and flaws of mechanical objects.<br \/>You can make untrained Disable Device and Open Lock checks as if you had 1\/2 rank in each skill.<br \/>You gain an insight bonus equal to your caster level (maximum +15) on Disable Device and Open Lock checks.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell heightens the subject's senses and awareness of danger.\nThe subject gains a +4 insight bonus on Listen and Spot checks and gains uncanny dodge for the duration of the spell, retaining its Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.\n(The subject still loses its Dexterity bonus to AC if immobilized).","short_description":"This spell heightens the subject's senses and awareness of danger.","material_components":"0","name":"Warning","level":"","full_text":"<div><p><h5>Warning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell heightens the subject&#39;s senses and awareness of danger.<br \/>The subject gains a +4 insight bonus on Listen and Spot checks and gains uncanny dodge for the duration of the spell, retaining its Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.<br \/>(The subject still loses its Dexterity bonus to AC if immobilized).<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice.\nA subject that has no ranks in the designated skill functions as if it had 1\/2 rank in the skill and therefore is considered trained in it, even though this 1\/2 rank adds nothing to checks made with that skill.\nAlternatively, the subject may gain proficiency with a single weapon (simple, martial, or exotic) or armor (light, medium, heavy, or shield) that you designate, as if it had\nthe appropriate feat.","short_description":"This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a...","material_components":"0","name":"Wieldskill","level":"","full_text":"<div><p><h5>Wieldskill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice.<br \/>A subject that has no ranks in the designated skill functions as if it had 1\/2 rank in the skill and therefore is considered trained in it, even though this 1\/2 rank adds nothing to checks made with that skill.<br \/>Alternatively, the subject may gain proficiency with a single weapon (simple, martial, or exotic) or armor (light, medium, heavy, or shield) that you designate, as if it had<br \/>the appropriate feat.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Variable; see text","saving_throw":"","spell_resistance":"","description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.\nWhen you use the inspire courage function of your bardic music ability while this spell is in effect, the morale bonus on saving throws against charm and fear effects increases by 2, and the morale bonus on attack rolls and damage rolls increases by 1.\nThis effect lasts until your inspire courage effect ends.\nIf you don't begin to use your inspire courage ability within 1 minute of casting this spell, the harmony effect ends.","short_description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encourag...","material_components":"0","name":"Harmony","level":"Bard 1","full_text":"<div><p><h5>Harmony<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Variable; see text<br\/><\/td><\/tr><\/table><p>\t<p>When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.<br \/>When you use the inspire courage function of your bardic music ability while this spell is in effect, the morale bonus on saving throws against charm and fear effects increases by 2, and the morale bonus on attack rolls and damage rolls increases by 1.<br \/>This effect lasts until your inspire courage effect ends.<br \/>If you don&#39;t begin to use your inspire courage ability within 1 minute of casting this spell, the harmony effect ends.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell has long been popular with slave overseers and those wishing to make their servants work a little faster.\nThe Red Wizards now employ it primarily as a combat spell.\nWhen the spell is cast, the subject suffers a sharp, agonizing pain that leaves it dazed for 1 round.\nIn each subsequent round for the duration of the spell, the subject takes a -2 penalty on attacks, saving throws, and checks.\nFurthermore, a spellcaster targeted by Nybor's gentle reminder is distracted by the pain and must make a successful Concentration check to cast spells while under its effect (see the Concentration skill description, page 69 of the Player's Handbook).\nFocus: A stick at least 1 foot long.","short_description":"This spell has long been popular with slave overseers and those wishing to make their servants work a...","material_components":"0","name":"Nybor's Gentle Reminder","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Nybor's Gentle Reminder<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell has long been popular with slave overseers and those wishing to make their servants work a little faster.<br \/>The Red Wizards now employ it primarily as a combat spell.<br \/>When the spell is cast, the subject suffers a sharp, agonizing pain that leaves it dazed for 1 round.<br \/>In each subsequent round for the duration of the spell, the subject takes a -2 penalty on attacks, saving throws, and checks.<br \/>Furthermore, a spellcaster targeted by Nybor&#39;s gentle reminder is distracted by the pain and must make a successful Concentration check to cast spells while under its effect (see the Concentration skill description, page 69 of the Player&#39;s Handbook).<br \/>Focus: A stick at least 1 foot long.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like Nybor's gentle reminder, except that the subject is dazed for 1d4 rounds.","short_description":"This spell functions like Nybor's gentle reminder, except that the subject is dazed for 1d4 rounds.","material_components":"0","name":"Nybor's Mild Admonishment","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Nybor's Mild Admonishment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Nybor&#39;s gentle reminder, except that the subject is dazed for 1d4 rounds.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"","description":"This spell functions like Nybor's gentle reminder, except that the target must make a successful Fortitude save or die instantly.\nA creature that survives this effect must immediately make a Will save to avoid further effects.\nFailure leaves the subject dazed for 1d4 rounds.","short_description":"This spell functions like Nybor's gentle reminder, except that the target must make a successful Fort...","material_components":"0","name":"Nybor's Stern Reproof","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Nybor's Stern Reproof<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Nybor&#39;s gentle reminder, except that the target must make a successful Fortitude save or die instantly.<br \/>A creature that survives this effect must immediately make a Will save to avoid further effects.<br \/>Failure leaves the subject dazed for 1d4 rounds.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (20-ft. radius, 20 ft. high)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You cause acid to rain downward.\nThe acid deals 1d8 points of acid damage per caster level (maximum 15d8) to each creature in the area.\nMaterial Component: A flask of acid.","short_description":"You cause acid to rain downward.","material_components":"0","name":"Acid Storm","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Acid Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause acid to rain downward.<br \/>The acid deals 1d8 points of acid damage per caster level (maximum 15d8) to each creature in the area.<br \/>Material Component: A flask of acid.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/levels)","target":"","effect":"One lightning ball\/two levels","area":"","duration":"1 round\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You create one 3-foot-diameter ball of concentrated electricity per two caster levels (maximum eight balls).\nEach ball sheds light as a candle.\nWhen you create the balls of lightning, you mentally program them to move as you desire, even around corners.\nA ball can move up to 100 feet per round and flies with perfect maneuverability.\nUpon striking a creature, the ball stops and remains in place for the remainder of the spell's duration.\nA ball dissipates if the distance between you and it exceeds the spell's range.\nEach ball can see as a human would under the ambient lighting conditions (counting the light that the ball itself sheds).\nFor example, you could program one lightning ball to follow the left wall of a corridor and strike the first creature it sees, another to follow the right wall and do the same, and the remainder to follow 5 feet behind you in a semicircle.\nThe first two lightning balls would turn corners to follow the walls, even if doing so took them out of your line of sight, and each would strike the first creature it saw, which would cancel its program and leave it in its target's square.\nProgramming the balls is a free action in the round the spell is cast and a move-equivalent action in any other round.\nA creature struck by a lightning ball (or one that touches a ball with natural or melee weapons) takes 2d6 points of electricity damage (Reflex saving throw for half damage).\nA creature that comes into contact with multiple balls of lightning takes damage individually from each and receives a saving throw for each.\nA creature with spell resistance makes a separate spell resistance check against each lightning ball; success means that ball cannot harm the creature.\nMaterial Component: A handful of copper and iron pellets.","short_description":"You create one 3-foot-diameter ball of concentrated electricity per two caster levels (maximum eight ...","material_components":"0","name":"Ball Lightning","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Ball Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One lightning ball\/two levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create one 3-foot-diameter ball of concentrated electricity per two caster levels (maximum eight balls).<br \/>Each ball sheds light as a candle.<br \/>When you create the balls of lightning, you mentally program them to move as you desire, even around corners.<br \/>A ball can move up to 100 feet per round and flies with perfect maneuverability.<br \/>Upon striking a creature, the ball stops and remains in place for the remainder of the spell&#39;s duration.<br \/>A ball dissipates if the distance between you and it exceeds the spell&#39;s range.<br \/>Each ball can &quot;see&quot; as a human would under the ambient lighting conditions (counting the light that the ball itself sheds).<br \/>For example, you could program one lightning ball to follow the left wall of a corridor and strike the first creature it &quot;sees&quot;, another to follow the right wall and do the same, and the remainder to follow 5 feet behind you in a semicircle.<br \/>The first two lightning balls would turn corners to follow the walls, even if doing so took them out of your line of sight, and each would strike the first creature it &quot;saw&quot;, which would cancel its program and leave it in its target&#39;s square.<br \/>Programming the balls is a free action in the round the spell is cast and a move-equivalent action in any other round.<br \/>A creature struck by a lightning ball (or one that touches a ball with natural or melee weapons) takes 2d6 points of electricity damage (Reflex saving throw for half damage).<br \/>A creature that comes into contact with multiple balls of lightning takes damage individually from each and receives a saving throw for each.<br \/>A creature with spell resistance makes a separate spell resistance check against each lightning ball; success means that ball cannot harm the creature.<br \/>Material Component: A handful of copper and iron pellets.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Invisible claw of force","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Caligarde's claw creates a Medium claw of invisible force at any spot you designate within the spell's range.\nYou can either send the claw to attack one specific target or order it to guard an area.\nThe claw's orders may be switched each round as a free action, if you so desire.\nThe claw has Strength 22, Dexterity 18, AC 16 (+4 Dex, +2 for invisibility), and hit points equal to one-half your full normal total.\nIt attacks at your base attack bonus, applying modifiers for its own statistics as appropriate (+6 for Str and +2 for invisibility).\nIt can make multiple attacks per round with a full attack action if your base attack bonus is high enough to allow it.\nSince it counts as an invisible attacker, the target loses its Dexterity bonus (if any) to AC unless it has uncanny dodge.\nA Caligarde's claw deals 1d6+6 points of damage with each successful attack.\nThe claw is corporeal and can be destroyed, which ends the spell.\nSince it is invisible, any attacks made against it have a 50% miss chance.\nIf ordered to attack a single target, the claw moves from its current position toward the designated target at a speed of 90 feet, provided the target is within range of the sp ell.\nIt attacks on your turn and continues to attack until it or its target is destroyed, or the spell's duration ends, or you redirect it to a new target or to guard duty.\nWhile it is assigned to attack a specific target, the claw cannot make attacks of opportunity.\nIf you order the claw to guard an area, it flies at a speed of 90 feet to any 5-foot square you designate within the spell's range and waits there.\nWhile on guard duty, it does not attack on its own, but it makes attacks of opportunity whenever a foe performs an action that provokes such an attack within 5 feet of its position.\nThe claw functions as though it had the Combat Reflexes feat for this purpose, so it may make a total of five attacks of opportunity per round.\nA claw in guard mode cannot take attack actions or full attack actions; it can only wait for an action that provokes an attack of opportunity.\nMaterial Component: A small, dried claw from an animal.","short_description":"Caligarde's claw creates a Medium claw of invisible force at any spot you designate within the spell'...","material_components":"0","name":"Caligarde's Claw","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Caligarde's Claw<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Invisible claw of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Caligarde&#39;s claw creates a Medium claw of invisible force at any spot you designate within the spell&#39;s range.<br \/>You can either send the claw to attack one specific target or order it to guard an area.<br \/>The claw&#39;s orders may be switched each round as a free action, if you so desire.<br \/>The claw has Strength 22, Dexterity 18, AC 16 (+4 Dex, +2 for invisibility), and hit points equal to one-half your full normal total.<br \/>It attacks at your base attack bonus, applying modifiers for its own statistics as appropriate (+6 for Str and +2 for invisibility).<br \/>It can make multiple attacks per round with a full attack action if your base attack bonus is high enough to allow it.<br \/>Since it counts as an invisible attacker, the target loses its Dexterity bonus (if any) to AC unless it has uncanny dodge.<br \/>A Caligarde&#39;s claw deals 1d6+6 points of damage with each successful attack.<br \/>The claw is corporeal and can be destroyed, which ends the spell.<br \/>Since it is invisible, any attacks made against it have a 50% miss chance.<br \/>If ordered to attack a single target, the claw moves from its current position toward the designated target at a speed of 90 feet, provided the target is within range of the sp ell.<br \/>It attacks on your turn and continues to attack until it or its target is destroyed, or the spell&#39;s duration ends, or you redirect it to a new target or to guard duty.<br \/>While it is assigned to attack a specific target, the claw cannot make attacks of opportunity.<br \/>If you order the claw to guard an area, it flies at a speed of 90 feet to any 5-foot square you designate within the spell&#39;s range and waits there.<br \/>While on guard duty, it does not attack on its own, but it makes attacks of opportunity whenever a foe performs an action that provokes such an attack within 5 feet of its position.<br \/>The claw functions as though it had the Combat Reflexes feat for this purpose, so it may make a total of five attacks of opportunity per round.<br \/>A claw in guard mode cannot take attack actions or full attack actions; it can only wait for an action that provokes an attack of opportunity.<br \/>Material Component: A small, dried claw from an animal.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft. cone","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You breathe out an invisible cone of noxious air.\nEach creature in the area is nauseated for 1d6 rounds.","short_description":"You breathe out an invisible cone of noxious air.","material_components":"0","name":"Cloud of Bewilderment","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Cloud of Bewilderment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You breathe out an invisible cone of noxious air.<br \/>Each creature in the area is nauseated for 1d6 rounds.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"Magical sensor","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like the 4th-level spell arcane eye, except as follows.\nYou may cast any spell of 7th level or lower that has a range other than personal through the eye.\nAny spell so cast functions as though it had been cast from the eye of power's location rather than yours.\nCasting any spell of higher than 7th level through the eye not only produces no effect (though the spell is still expended), but it destroys the eye of power and ends the spell.\nUnlike an arcane eye, an eye of power is visible and corporeal, so it can be destroyed.\nThe eye is a Fine object with AC 18 and 77 hit points.\nIt uses your save bonuses for saving throws.","short_description":"This spell functions like the 4th-level spell arcane eye, except as follows.","material_components":"0","name":"Eye of Power","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Eye of Power<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like the 4th-level spell arcane eye, except as follows.<br \/>You may cast any spell of 7th level or lower that has a range other than personal through the eye.<br \/>Any spell so cast functions as though it had been cast from the eye of power&#39;s location rather than yours.<br \/>Casting any spell of higher than 7th level through the eye not only produces no effect (though the spell is still expended), but it destroys the eye of power and ends the spell.<br \/>Unlike an arcane eye, an eye of power is visible and corporeal, so it can be destroyed.<br \/>The eye is a Fine object with AC 18 and 77 hit points.<br \/>It uses your save bonuses for saving throws.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/three caster levels, each of which must be adjacent to another target","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures).\nEach target must be in a square adjacent to another target.\nThe spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target.\nA creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.\nMaterial Component: A loop of copper wire and a magnet.","short_description":"You create one small stroke of lightning that targets one creature per three caster levels you posses...","material_components":"0","name":"Gedlee's Electric Loop","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Gedlee's Electric Loop<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures).<br \/>Each target must be in a square adjacent to another target.<br \/>The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target.<br \/>A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.<br \/>Material Component: A loop of copper wire and a magnet.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You surround your hand with winking motes of light that resemble a cluster of constantly renewed sparks.\nThe lights can be any color you choose, but the color cannot be changed once the spell is cast.\nHandfire provides illumination equal to that of a candle, but it does not give off heat and cannot ignite objects.\nHandfire can be used as a melee touch attack up to once per two caster levels.\nAgainst a living creature, this attack deals 1d8 points of damage +1 point per caster level (maximum +5).\nAgainst undead, handfire deals 2d6 points of damage +1 point per caster level (maximum +5).\nIt has no effect on targets that are neither living nor undead (such as constructs).","short_description":"You surround your hand with winking motes of light that resemble a cluster of constantly renewed spar...","material_components":"0","name":"Handfire","level":"","full_text":"<div><p><h5>Handfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You surround your hand with winking motes of light that resemble a cluster of constantly renewed sparks.<br \/>The lights can be any color you choose, but the color cannot be changed once the spell is cast.<br \/>Handfire provides illumination equal to that of a candle, but it does not give off heat and cannot ignite objects.<br \/>Handfire can be used as a melee touch attack up to once per two caster levels.<br \/>Against a living creature, this attack deals 1d8 points of damage +1 point per caster level (maximum +5).<br \/>Against undead, handfire deals 2d6 points of damage +1 point per caster level (maximum +5).<br \/>It has no effect on targets that are neither living nor undead (such as constructs).<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature within range","effect":"","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"Yes","description":"This spell summons a shimmering, blood-red chain of pure force that winds around the target, hampering its movement and attacking it.\nThe spell is named for the unearthly howl the chain emits while constricting its victim.\nThe noise is so loud that each creature within 100 feet of the chain takes a -2 penalty on Listen checks.\nThe chain does not hold its victim fast, nor does it prevent the target from acting, but the target takes a -2 penalty on all attacks, saves, and skill checks and must make a Concentration check (DC 15 + spell level) to cast any spell with somatic components.\nEach round, the chain attacks its target twice (+13\/+8 melee), dealing 3d4 points of bludgeoning damage per hit.\nAdditionally, if the target of the howling chain's attacks attempts to cast a spell during a round in which both of its attacks hit, the Concentration DC increases by 5.\nWhen the howling chain spell is first cast, the target may make a Reflex save to evade its constricting coils.\nA successful save means that the chain manifests somewhere within 5 feet of the target.\n(Use the rules for missing with a thrown weapon on page 158 of the Player's Handbook to determine where the chain actually appears).\nAssuming that the target does not move away, the chain once again attempts to ensnare its designated target on your next action, requiring another Reflex save.\nIf the designated target is no longer adjacent to the chain, it moves toward its quarry each round at a speed of 20 feet, attacking as soon as possible.\nThe howling chain is a Medium object with AC 12 and 33 hit points, and it uses your save bonuses for saving throws.\nHowever, all damage dealt to the chain also applies to the target of the howling chain spell.\nThe target may make a Fortitude save for half damage.\nThe spell ends when its duration expires, when the chain is destroyed, or when the target dies.\nFocus: A small length of platinum chain worth at least 500 gp.","short_description":"This spell summons a shimmering, blood-red chain of pure force that winds around the target, hamperin...","material_components":"0","name":"Howling Chain","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Howling Chain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a shimmering, blood-red chain of pure force that winds around the target, hampering its movement and attacking it.<br \/>The spell is named for the unearthly howl the chain emits while constricting its victim.<br \/>The noise is so loud that each creature within 100 feet of the chain takes a -2 penalty on Listen checks.<br \/>The chain does not hold its victim fast, nor does it prevent the target from acting, but the target takes a -2 penalty on all attacks, saves, and skill checks and must make a Concentration check (DC 15 + spell level) to cast any spell with somatic components.<br \/>Each round, the chain attacks its target twice (+13\/+8 melee), dealing 3d4 points of bludgeoning damage per hit.<br \/>Additionally, if the target of the howling chain&#39;s attacks attempts to cast a spell during a round in which both of its attacks hit, the Concentration DC increases by 5.<br \/>When the howling chain spell is first cast, the target may make a Reflex save to evade its constricting coils.<br \/>A successful save means that the chain manifests somewhere within 5 feet of the target.<br \/>(Use the rules for missing with a thrown weapon on page 158 of the Player&#39;s Handbook to determine where the chain actually appears).<br \/>Assuming that the target does not move away, the chain once again attempts to ensnare its designated target on your next action, requiring another Reflex save.<br \/>If the designated target is no longer adjacent to the chain, it moves toward its quarry each round at a speed of 20 feet, attacking as soon as possible.<br \/>The howling chain is a Medium object with AC 12 and 33 hit points, and it uses your save bonuses for saving throws.<br \/>However, all damage dealt to the chain also applies to the target of the howling chain spell.<br \/>The target may make a Fortitude save for half damage.<br \/>The spell ends when its duration expires, when the chain is destroyed, or when the target dies.<br \/>Focus: A small length of platinum chain worth at least 500 gp.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell works like holy sword, except as follows.\nThe weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents).\nIt emits a magic circle against chaos effect (as the spell).","short_description":"This spell works like holy sword, except as follows.","material_components":"0","name":"Lawful Sword","level":"Paladin 4","full_text":"<div><p><h5>Lawful Sword<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell works like holy sword, except as follows.<br \/>The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents).<br \/>It emits a magic circle against chaos effect (as the spell).<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Personal; see text","target":"","effect":"Two lightning bolts\/round or eight lightning bolts all at once","area":"","duration":"1 round\/two levels or instantaneous; see text","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"This spell conjures a crackling ring of bright white lightning that hovers around you at chest height.\nThe ring moves with you and does not interfere with your spellcasting or attacks, or with others attacking you.\nAs long as the lightning ring is in effect, you gain resistance to electricity 20.\nEach round on your action, the lightning ring emits two lightning bolts, exactly as the lightning bolt spell (caster level 5th), in any directions you choose.\nEach bolt may be aimed separately.\nA creature struck by one of these bolts may make a Reflex save for half damage.\nThe DC for this save is calculated for an 8th-level spell, even though the bolts mimic a 3rd-level spell.\nAlternately, you may choose to release the lightning ring's power all at once.\nWhen you complete the casting of the spell, you unleash eight lightning bolts that travel in all directions.\n(See the diagram for missing with thrown weapons on page 158 of the Player's Handbook for an illustration of the directions these bolts travel).\nThis use of the lightning ring spell has an instantaneous duration.\nYou must choose whether to store the power of the lightning ring or release it all at once when you cast it.\nMaterial Components: A small glass ring and a bit of fur from any animal.","short_description":"This spell conjures a crackling ring of bright white lightning that hovers around you at chest height...","material_components":"0","name":"Lightning Ring","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Lightning Ring<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two lightning bolts\/round or eight lightning bolts all at once<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/two levels or instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures a crackling ring of bright white lightning that hovers around you at chest height.<br \/>The ring moves with you and does not interfere with your spellcasting or attacks, or with others attacking you.<br \/>As long as the lightning ring is in effect, you gain resistance to electricity 20.<br \/>Each round on your action, the lightning ring emits two lightning bolts, exactly as the lightning bolt spell (caster level 5th), in any directions you choose.<br \/>Each bolt may be aimed separately.<br \/>A creature struck by one of these bolts may make a Reflex save for half damage.<br \/>The DC for this save is calculated for an 8th-level spell, even though the bolts mimic a 3rd-level spell.<br \/>Alternately, you may choose to release the lightning ring&#39;s power all at once.<br \/>When you complete the casting of the spell, you unleash eight lightning bolts that travel in all directions.<br \/>(See the diagram for missing with thrown weapons on page 158 of the Player&#39;s Handbook for an illustration of the directions these bolts travel).<br \/>This use of the lightning ring spell has an instantaneous duration.<br \/>You must choose whether to store the power of the lightning ring or release it all at once when you cast it.<br \/>Material Components: A small glass ring and a bit of fur from any animal.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Mace of force","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"You create a glowing mace of force that appears in your hand.\nYou must make a melee touch attack to strike a target with the mace.\nIf it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).\nAn undead target takes an additional +1 point of damage per caster level (maximum +10).\nAny creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.\nYou may attack once with the mace of Odo on the same round that you summoned it.\nThe mace occupies your hand but does not disappear if you cast another spell.\nIf you are targeted with a spell while holding the mace, you may choose to have the mace absorb that spell.\nWhen the mace strikes a creature, or is used to absorb a spell, or is removed from your grasp for any reason, it vanishes.\nThe point in space where it vanished glows as though under the effect of a light spell for the remainder of the duration.","short_description":"You create a glowing mace of force that appears in your hand.","material_components":"0","name":"Mace of Odo","level":"","full_text":"<div><p><h5>Mace of Odo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Mace of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a glowing mace of force that appears in your hand.<br \/>You must make a melee touch attack to strike a target with the mace.<br \/>If it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).<br \/>An undead target takes an additional +1 point of damage per caster level (maximum +10).<br \/>Any creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.<br \/>You may attack once with the mace of Odo on the same round that you summoned it.<br \/>The mace occupies your hand but does not disappear if you cast another spell.<br \/>If you are targeted with a spell while holding the mace, you may choose to have the mace absorb that spell.<br \/>When the mace strikes a creature, or is used to absorb a spell, or is removed from your grasp for any reason, it vanishes.<br \/>The point in space where it vanished glows as though under the effect of a light spell for the remainder of the duration.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One pair of disembodied, flying jaws per caster level (maximum ten pairs)","area":"","duration":"3 rounds","saving_throw":"Reflex half","spell_resistance":"Yes","description":"When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes.\nThese pairs of jaws may be commanded to attack separate targets, or multiple pairs may be sent to attack a single foe.\nThe jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability.\nYou may redirect as many of the jaws as you desire as a standard action.\nEach round on your action, each pair of jaws automatically hits its target and deals 1d4 points of damage, or half that amount with a successful Reflex save.\nA creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.\nMaterial Component: A pair of teeth.","short_description":"When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and a...","material_components":"0","name":"Manyjaws","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Manyjaws<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One pair of disembodied, flying jaws per caster level (maximum ten pairs)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes.<br \/>These pairs of jaws may be commanded to attack separate targets, or multiple pairs may be sent to attack a single foe.<br \/>The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability.<br \/>You may redirect as many of the jaws as you desire as a standard action.<br \/>Each round on your action, each pair of jaws automatically hits its target and deals 1d4 points of damage, or half that amount with a successful Reflex save.<br \/>A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.<br \/>Material Component: A pair of teeth.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"15 ft.","target":"","effect":"Electric whip","area":"","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You create a long whip of ghostly red energy that emanates from your hand and never harms you.\nYou can wield this weapon as if it were an actual whip and you were proficient with it.\nYou must succeed on a ranged touch attack with the mystic lash to strike a target.\nAny creature struck by it takes 1d6 points of electricity damage per three caster levels (maximum 4d6) and must succeed on a Fortitude save or be stunned for 1 round.\nYou gain a bonus on damage rolls equal to your Charisma modifier, but your Strength modifier does not apply, since the lash is immaterial.\nIf you release the lash from your hand after it hits a target, it continues to attack that target automatically, leaving your hand free.\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 it on the round it returns, it dissipates; otherwise, you can use the lash on another creature and begin the cycle again.\nAs with a normal whip, you can use the mystic lash to make trip or disarm attacks, but only if you are actually wielding it.\nIt cannot make such attacks on its own.","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":"","full_text":"<div><p><h5>Mystic Lash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>15 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Electric whip<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a long whip of ghostly red energy that emanates from your hand and never harms you.<br \/>You can wield this weapon as if it were an actual whip and you were proficient with it.<br \/>You must succeed on a ranged touch attack with the mystic lash to strike a target.<br \/>Any creature struck by it takes 1d6 points of electricity damage per three caster levels (maximum 4d6) and must succeed on a Fortitude save or be stunned for 1 round.<br \/>You gain a bonus on damage rolls equal to your Charisma modifier, but your Strength modifier does not apply, since the lash is immaterial.<br \/>If you release the lash from your hand after it hits a target, it continues to attack that target automatically, leaving your hand free.<br \/>If the lash&#39;s target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.<br \/>If you do not grasp it on the round it returns, it dissipates; otherwise, you can use the lash on another creature and begin the cycle again.<br \/>As with a normal whip, you can use the mystic lash to make trip or disarm attacks, but only if you are actually wielding it.<br \/>It cannot make such attacks on its own.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"","effect":"Magical, controllable light source","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"This spell places a magical light source inside a glass sphere roughly the size of a human fist.\nYou may control the light level generated by a Nchaser's glowing orb by mental command, provided that the orb is within 30 feet of you.\nThe light level ranges from no light at all to illumination within a 60-foot radius.\nThere is no limit to the number of Nchaser's glowing orbs you may possess, and you may control their light levels independently or in concert.\nIf a Nchaser's glowing orb is smashed, the magic is lost.\nIf you die, however, the orbs retain their enchantment.\nAny cleric, sorcerer, or wizard capable of casting 4th-level spells may gain control of a dead character's orbs simply by touching them.\nFocus: The glass sphere into which the light is placed.\nAn orb usable for this purpose has a hardness of 0 and 2 hit points each.","short_description":"This spell places a magical light source inside a glass sphere roughly the size of a human fist.","material_components":"0","name":"Nchaser's Glowing Orb","level":"Cleric 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Nchaser's Glowing Orb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical, controllable light source<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell places a magical light source inside a glass sphere roughly the size of a human fist.<br \/>You may control the light level generated by a Nchaser&#39;s glowing orb by mental command, provided that the orb is within 30 feet of you.<br \/>The light level ranges from no light at all to illumination within a 60-foot radius.<br \/>There is no limit to the number of Nchaser&#39;s glowing orbs you may possess, and you may control their light levels independently or in concert.<br \/>If a Nchaser&#39;s glowing orb is smashed, the magic is lost.<br \/>If you die, however, the orbs retain their enchantment.<br \/>Any cleric, sorcerer, or wizard capable of casting 4th-level spells may gain control of a dead character&#39;s orbs simply by touching them.<br \/>Focus: The glass sphere into which the light is placed.<br \/>An orb usable for this purpose has a hardness of 0 and 2 hit points each.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"1d4 motes of electricity","area":"","duration":"Instantaneous or 1-4 rounds; see text","saving_throw":"None","spell_resistance":"Yes","description":"This spell conjures 1d4 glowing motes of electricity, which gather and spin around you in the manner of a  faerie fire spell. You may immediately direct any number of the motes to fly off and attack targets within the spell's range. Multiple motes may be fired at the same target, or each may be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes electricity damage according to the following table.\n\n|_. Motes Created |_. Damage per Mote |_.\n|1|4d6|\n|2|3d6|\n|3|2d6|\n|4|2d4|\n\nIf you do not immediately fire all the motes created by the spell, you may choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.\n\n_Material Components:_ A small piece of moonstone.","short_description":"This spell conjures 1d4 glowing motes of electricity, which gather and spin around you in the manner ...","material_components":"0","name":"Presper's Moonbow","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Presper's Moonbow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1d4 motes of electricity<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1-4 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures 1d4 glowing motes of electricity, which gather and spin around you in the manner of a  faerie fire spell. You may immediately direct any number of the motes to fly off and attack targets within the spell&#39;s range. Multiple motes may be fired at the same target, or each may be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes electricity damage according to the following table.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Motes Created <\/th>\n\t\t\t<th>Damage per Mote <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1<\/td>\n\t\t\t<td>4d6<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2<\/td>\n\t\t\t<td>3d6<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3<\/td>\n\t\t\t<td>2d6<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4<\/td>\n\t\t\t<td>2d4<\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>If you do not immediately fire all the motes created by the spell, you may choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.<\/p>\n\n\t<p><em>Material Components:<\/em> A small piece of moonstone.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn 108<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Magical eye","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"Yes","description":"You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell.\nYou can move the eye up to your speed as a move-equivalent action, but it cannot go beyond the spell's range.\nStarting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round.\nYou must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a flat +6 bonus on attack rolls instead of your ranged attack bonus.\nA target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19.\nAfter a particular color ray has been used, it is no longer available to the eye.\nOnce all seven rays have been fired, the eye remains until the spell's duration expires.\nYou can still move it, but it can fire no more rays.\nThe eye is a Fine object with AC 18 (+8 size) and 9 hit points.\nIt uses your save bonuses for saving throws.\nFocus: A polished, rainbow-hued abalone shell.","short_description":"You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spel...","material_components":"0","name":"Prismatic Eye","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Prismatic Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical eye<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell.<br \/>You can move the eye up to your speed as a move-equivalent action, but it cannot go beyond the spell&#39;s range.<br \/>Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round.<br \/>You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a flat +6 bonus on attack rolls instead of your ranged attack bonus.<br \/>A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19.<br \/>After a particular color ray has been used, it is no longer available to the eye.<br \/>Once all seven rays have been fired, the eye remains until the spell&#39;s duration expires.<br \/>You can still move it, but it can fire no more rays.<br \/>The eye is a Fine object with AC 18 (+8 size) and 9 hit points.<br \/>It uses your save bonuses for saving throws.<br \/>Focus: A polished, rainbow-hued abalone shell.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex negates; see text","spell_resistance":"Yes","description":"Sometimes called trollkiller, this spell causes a single creature to burst into flames, taking 2d6 points of fire damage immediately upon a failed saving throw.\nEach round thereafter, throughout the spell's duration, the target takes another 2d6 points of fire damage.\nIn any round when the target takes a move action to douse the flames, it can attempt a new Reflex save.\nSuccess on any save after the first round causes the flames to die out and ends the spell.\nIn addition to the above effects, the target shoots off gouts of flame every round that it remains on fire.\nAny creature within 10 feet of the target takes 1d4 points of fire damage per round.\nA successful Reflex save negates this damage.\nMaterial Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.","short_description":"Sometimes called trollkiller, this spell causes a single creature to burst into flames, taking 2d6 po...","material_components":"0","name":"Shroud of Flame","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shroud of Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Sometimes called &quot;trollkiller&quot;, this spell causes a single creature to burst into flames, taking 2d6 points of fire damage immediately upon a failed saving throw.<br \/>Each round thereafter, throughout the spell&#39;s duration, the target takes another 2d6 points of fire damage.<br \/>In any round when the target takes a move action to douse the flames, it can attempt a new Reflex save.<br \/>Success on any save after the first round causes the flames to die out and ends the spell.<br \/>In addition to the above effects, the target shoots off gouts of flame every round that it remains on fire.<br \/>Any creature within 10 feet of the target takes 1d4 points of fire damage per round.<br \/>A successful Reflex save negates this damage.<br \/>Material Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex partial; see text","spell_resistance":"Yes","description":"You create a burst of dazzling light that is equivalent to natural sunlight.\nAny creature in the area to which sunlight is harmful or unnatural is blinded and takes 4d6 points of damage; every other creature in the area is blinded and takes 2d6 points of damage.\nA successful Reflex save negates the blindness and halves the damage in either case.\nAn undead creature caught within the burst takes 1d6 points of damage per caster level (maximum 10d6).\nA successful Reflex save negates the blindness and halves the damage.\nThe ultraviolet light generated by the spell also deals damage to fungi, molds, oozes, and slimes just as if they were undead creatures.\nSunrise dispels any darkness spells of 3rd level or lower within its area.","short_description":"You create a burst of dazzling light that is equivalent to natural sunlight.","material_components":"0","name":"Sunrise","level":"","full_text":"<div><p><h5>Sunrise<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a burst of dazzling light that is equivalent to natural sunlight.<br \/>Any creature in the area to which sunlight is harmful or unnatural is blinded and takes 4d6 points of damage; every other creature in the area is blinded and takes 2d6 points of damage.<br \/>A successful Reflex save negates the blindness and halves the damage in either case.<br \/>An undead creature caught within the burst takes 1d6 points of damage per caster level (maximum 10d6).<br \/>A successful Reflex save negates the blindness and halves the damage.<br \/>The ultraviolet light generated by the spell also deals damage to fungi, molds, oozes, and slimes just as if they were undead creatures.<br \/>Sunrise dispels any darkness spells of 3rd level or lower within its area.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like spiritual weapon, except as indicated here.\nWhen you cast the spell, two weapons made of force come into being: a longsword and a warhammer.\nBoth weapons grant you a +1 bonus on attack rolls.\nIf you direct the weapons to attack the same foe, they flank that opponent, and each gains the appropriate bonus (+2) on attack rolls for flanking.\nThe weapons do not deal sneak attack damage even if you have levels in a class that grants the sneak attack ability.","short_description":"This spell functions like spiritual weapon, except as indicated here.","material_components":"0","name":"Sword and Hammer","level":"","full_text":"<div><p><h5>Sword and Hammer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like spiritual weapon, except as indicated here.<br \/>When you cast the spell, two weapons made of force come into being: a longsword and a warhammer.<br \/>Both weapons grant you a +1 bonus on attack rolls.<br \/>If you direct the weapons to attack the same foe, they flank that opponent, and each gains the appropriate bonus (+2) on attack rolls for flanking.<br \/>The weapons do not deal sneak attack damage even if you have levels in a class that grants the sneak attack ability.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like sword and hammer, except as indicated here.\nThe longsword and warhammer are sized for Large creatures, and each deals 2d6 points of force damage +1 point per three caster levels (maximum +10) on a successful hit.\nEach weapon grants a +2 bonus on attack rolls.\nFurthermore, each threatens critical hits as if you had the Improved Critical feat (the longsword on a roll of 17-20, and the warhammer on a roll of 19-20).","short_description":"This spell functions like sword and hammer, except as indicated here.","material_components":"0","name":"Sword and Hammer, Greater","level":"","full_text":"<div><p><h5>Sword and Hammer, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like sword and hammer, except as indicated here.<br \/>The longsword and warhammer are sized for Large creatures, and each deals 2d6 points of force damage +1 point per three caster levels (maximum +10) on a successful hit.<br \/>Each weapon grants a +2 bonus on attack rolls.<br \/>Furthermore, each threatens critical hits as if you had the Improved Critical feat (the longsword on a roll of 17-20, and the warhammer on a roll of 19-20).<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Vertical plane with an area up to one 5-ft. square\/level","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"An immobile, shimmering tapestry of swirling, pearl-white light springs into existence.\nThis wall need not be anchored to any surface, and creatures can readily pass through it.\nAny undead creature that comes into contact with the wall takes 4d12 points of damage.\nA creature of evil alignment, or any creature carrying the holy symbol of Shar or Umberlee, takes 2d10 points of damage.\nMagic items that come into contact with the wall glow with a red faerie fire effect for 1d4+1 rounds.\nThe wall sheds bright light for 20 feet in all directions and creates shadowy illumination in a 40-foot radius.\nThe wall of moonlight counters and dispels any darkness spell of 4th level or lower within 40 feet of any part of it.\nIf you evoke the wall so that it appears in a spot occupied by creatures, each creature takes damage as if passing through the wall.\nWall of moonlight can be made permanent with a permanency spell by a caster of at least 12th level at a cost of 2,000 XP.","short_description":"An immobile, shimmering tapestry of swirling, pearl-white light springs into existence.","material_components":"0","name":"Wall of Moonlight","level":"","full_text":"<div><p><h5>Wall of Moonlight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Vertical plane with an area up to one 5-ft. square\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An immobile, shimmering tapestry of swirling, pearl-white light springs into existence.<br \/>This wall need not be anchored to any surface, and creatures can readily pass through it.<br \/>Any undead creature that comes into contact with the wall takes 4d12 points of damage.<br \/>A creature of evil alignment, or any creature carrying the holy symbol of Shar or Umberlee, takes 2d10 points of damage.<br \/>Magic items that come into contact with the wall glow with a red faerie fire effect for 1d4+1 rounds.<br \/>The wall sheds bright light for 20 feet in all directions and creates shadowy illumination in a 40-foot radius.<br \/>The wall of moonlight counters and dispels any darkness spell of 4th level or lower within 40 feet of any part of it.<br \/>If you evoke the wall so that it appears in a spot occupied by creatures, each creature takes damage as if passing through the wall.<br \/>Wall of moonlight can be made permanent with a permanency spell by a caster of at least 12th level at a cost of 2,000 XP.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/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":"None; see text","spell_resistance":"No","description":"You create an intangible image of a floating skull that trails black flames.\nThe skull and its flames are illusory, so they neither deal damage nor take damage from attacks.\nThe skull has a fly speed of 40 feet (perfect), but it cannot move more than 20 feet from its point of origin.\nIt simply floats about aimlessly but threateningly within its available space until the spell is discharged.\nUpon casting this spell, you set two triggering conditions for the skull.\nThe first activates a message that the skull delivers as if it were a magic mouth.\nThe second causes the skull to spit a line of flame 10 feet long that deals 1d8 points of fire damage per two caster levels (maximum 5d8) at the creature that triggered it.\nA target can attempt a Reflex saving throw for half damage.\nAnyone failing this save must succeed on a Fortitude saving throw or be dazed for 1 round.\nThe triggering conditions for the two effects can be\ndifferent, or they can be the same.\nIn the latter case, the skull would spit flame and speak its message at the same time.\nOnce the triggering conditions for both effects have been met, the skull disappears.\nThe skull can produce each effect only once, so if it has already spoken its message, it does not speak it again even if the message trigger occurs a second time.","short_description":"You create an intangible image of a floating skull that trails black flames.","material_components":"0","name":"Skull of Secrets","level":"","full_text":"<div><p><h5>Skull of Secrets<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Intangible skull<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create an intangible image of a floating skull that trails black flames.<br \/>The skull and its flames are illusory, so they neither deal damage nor take damage from attacks.<br \/>The skull has a fly speed of 40 feet (perfect), but it cannot move more than 20 feet from its point of origin.<br \/>It simply floats about aimlessly but threateningly within its available space until the spell is discharged.<br \/>Upon casting this spell, you set two triggering conditions for the skull.<br \/>The first activates a message that the skull delivers as if it were a magic mouth.<br \/>The second causes the skull to spit a line of flame 10 feet long that deals 1d8 points of fire damage per two caster levels (maximum 5d8) at the creature that triggered it.<br \/>A target can attempt a Reflex saving throw for half damage.<br \/>Anyone failing this save must succeed on a Fortitude saving throw or be dazed for 1 round.<br \/>The triggering conditions for the two effects can be<br \/>different, or they can be the same.<br \/>In the latter case, the skull would spit flame and speak its message at the same time.<br \/>Once the triggering conditions for both effects have been met, the skull disappears.<br \/>The skull can produce each effect only once, so if it has already spoken its message, it does not speak it again even if the message trigger occurs a second time.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 standard 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.\nThese images look, sound, and smell like you but are intangible.\nYou can switch your perceptions to any shadow or 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 motionless and unreactive.\nIf you desire, any spell you cast whose range is touch or greater can originate from a 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 only spells that affect shadows on itself.\nThe shadows behave like 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 either 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--one that acts as a safe haven for casting spells (similar to project image) and the other two as distractions.","short_description":"You create three shadow duplicates of yourself.","material_components":"0","name":"Triple Mask","level":"","full_text":"<div><p><h5>Triple Mask<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Three shadow duplicates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create three shadow duplicates of yourself.<br \/>These images look, sound, and smell like you but are intangible.<br \/>You can switch your perceptions to any shadow or your own body as a free action on your turn.<br \/>When you use the perceptions of a shadow, it mimics your actions (including speech) unless you concentrate on making it act differently.<br \/>Any shadows you are not controlling remain motionless and unreactive.<br \/>If you desire, any spell you cast whose range is touch or greater can originate from a controlled shadow instead of from you.<br \/>(The shadows are quasi-real&#8212;just real enough to cast spells that you originate).<br \/>A shadow can cast only spells that affect shadows on itself.<br \/>The shadows behave like the servant conjured by an unseen servant spell.<br \/>They are mindless, so while they can perform simple tasks such as opening doors, they cannot perform complex tasks such as puzzle solving.<br \/>A controlled shadow can also be programmed to move in a particular direction or to a location you know.<br \/>It moves at your speed and continues to move in this manner until either it reaches its destination or you shift your perceptions to it and program it to go somewhere else.<br \/>If you use dimension door, teleport, plane shift, or a similar spell that removes you from the same plane as the shadows, even momentarily, the spell ends.<br \/>Normally this spell is used to give you several false bodies&#8212;one that acts as a safe haven for casting spells (similar to project image) and the other two as distractions.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"No; see text","spell_resistance":"","description":"One of your arms transforms into a retractable, rubbery appendage ending in a taloned claw.\nYou can attack with this claw as if your natural reach were 5 feet longer than it is.\n(Thus, the spell provides a 10-foot natural reach for most Medium casters).\nYou gain a +1 profane bonus on attack rolls with the black talon, and this bonus increases by 1 per four caster levels (to +2 at 5th level, +3 at 9th level, and so forth).\nThe talon deals 1d6 points of slashing damage +1 point of negative energy damage per caster level (maximum +10).\nA successful Will save reduces the negative energy damage by half.\nYou can also use the talon to make touch attacks, and the profane bonus on attack rolls applies to these as well.\nA successful touch attack deals only the negative energy damage.\nAs with similar effects, the negative energy damage from this spell heals undead creatures.","short_description":"One of your arms transforms into a retractable, rubbery appendage ending in a taloned claw.","material_components":"0","name":"Black Talon","level":"","full_text":"<div><p><h5>Black Talon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>One of your arms transforms into a retractable, rubbery appendage ending in a taloned claw.<br \/>You can attack with this claw as if your natural reach were 5 feet longer than it is.<br \/>(Thus, the spell provides a 10-foot natural reach for most Medium casters).<br \/>You gain a +1 profane bonus on attack rolls with the black talon, and this bonus increases by 1 per four caster levels (to +2 at 5th level, +3 at 9th level, and so forth).<br \/>The talon deals 1d6 points of slashing damage +1 point of negative energy damage per caster level (maximum +10).<br \/>A successful Will save reduces the negative energy damage by half.<br \/>You can also use the talon to make touch attacks, and the profane bonus on attack rolls applies to these as well.<br \/>A successful touch attack deals only the negative energy damage.<br \/>As with similar effects, the negative energy damage from this spell heals undead creatures.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"Will half; see text","spell_resistance":"","description":"You fire a black ray of negative energy at a single target as a ranged touch attack.\nAny creature struck by this ray takes 4d8 points of damage +1 point per caster level (up to +20) and becomes dazed for 1 round.\nA successful Will save halves the damage and negates the dazed effect.\nThe spell has no effect on constructs or inanimate objects.\nSince undead are powered by negative energy, this spell cures them of as much damage as it would ordinarily deal.","short_description":"You fire a black ray of negative energy at a single target as a ranged touch attack.","material_components":"0","name":"Dread Blast","level":"","full_text":"<div><p><h5>Dread Blast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half; see text<br\/><\/td><\/tr><\/table><p>\t<p>You fire a black ray of negative energy at a single target as a ranged touch attack.<br \/>Any creature struck by this ray takes 4d8 points of damage +1 point per caster level (up to +20) and becomes dazed for 1 round.<br \/>A successful Will save halves the damage and negates the dazed effect.<br \/>The spell has no effect on constructs or inanimate objects.<br \/>Since undead are powered by negative energy, this spell cures them of as much damage as it would ordinarily deal.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One willing creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"The target becomes immune to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain.\nIt is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned.\nThe target remains conscious at -1 to -9 hit points and can take a single action each round while in that state.\nIf any of the above conditions were in effect on the target at the time of casting, they are suspended for the spell's duration.\n(Thus, an unconscious target becomes conscious and functional).\nWhen the spell ends, any effects suspended by the spell that have not expired in the interim (such as fatigue, which normally requires 8 hours of rest to abate) return.\nEffects that expired during the duration of this spell do not resume when it ends.\nIn addition to these effects, the target gains the benefit of the Endurance feat for the duration of the spell.","short_description":"The target becomes immune to nonlethal damage, charm and compulsion effects, and attacks that functio...","material_components":"0","name":"Favor of Ilmater","level":"Paladin 4","full_text":"<div><p><h5>Favor of Ilmater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The target becomes immune to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain.<br \/>It is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned.<br \/>The target remains conscious at -1 to -9 hit points and can take a single action each round while in that state.<br \/>If any of the above conditions were in effect on the target at the time of casting, they are suspended for the spell&#39;s duration.<br \/>(Thus, an unconscious target becomes conscious and functional).<br \/>When the spell ends, any effects suspended by the spell that have not expired in the interim (such as fatigue, which normally requires 8 hours of rest to abate) return.<br \/>Effects that expired during the duration of this spell do not resume when it ends.<br \/>In addition to these effects, the target gains the benefit of the Endurance feat for the duration of the spell.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action.","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"This ghoulish spell affects the target's skeleton, causing excruciating pain by twisting and snapping bones.\nThe target is automatically stunned for 1 round (no saving throw).\nIn the following round, it must make a Fortitude save or take 1d6 points of bludgeoning damage per caster level and be nauseated by the pain for 1d4+2 rounds.\nMaterial Component: A bone, which is snapped during the casting of the spell.","short_description":"This ghoulish spell affects the target's skeleton, causing excruciating pain by twisting and snapping...","material_components":"0","name":"Fleshshiver","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Fleshshiver<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This ghoulish spell affects the target&#39;s skeleton, causing excruciating pain by twisting and snapping bones.<br \/>The target is automatically stunned for 1 round (no saving throw).<br \/>In the following round, it must make a Fortitude save or take 1d6 points of bludgeoning damage per caster level and be nauseated by the pain for 1d4+2 rounds.<br \/>Material Component: A bone, which is snapped during the casting of the spell.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn 103<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 day\/level","saving_throw":"","spell_resistance":"","description":"This spell increases the number of Hit Dice of undead that you can control by an amount equal to five times your caster level.\nWhen the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.","short_description":"This spell increases the number of Hit Dice of undead that you can control by an amount equal to five...","material_components":"0","name":"General of Undeath","level":"Cleric 8","full_text":"<div><p><h5>General of Undeath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell increases the number of Hit Dice of undead that you can control by an amount equal to five times your caster level.<br \/>When the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One willing creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You exchange hit point totals with a target that has fewer hit points than you do.\nIf the target was unconscious and dying, you become unconscious and dying.\nIf the target was unconscious but stabilized, you become unconscious but stabilized.\nThe spell transfers only actual hit points, not temporary hit points.\nPact of martyrdom does not function if you have fewer hit points than the target when you cast the spell.","short_description":"You exchange hit point totals with a target that has fewer hit points than you do.","material_components":"0","name":"Pact of Martyrdom","level":"","full_text":"<div><p><h5>Pact of Martyrdom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You exchange hit point totals with a target that has fewer hit points than you do.<br \/>If the target was unconscious and dying, you become unconscious and dying.<br \/>If the target was unconscious but stabilized, you become unconscious but stabilized.<br \/>The spell transfers only actual hit points, not temporary hit points.<br \/>Pact of martyrdom does not function if you have fewer hit points than the target when you cast the spell.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You project your spirit into the body of an animal, forcing it to behave as you direct.\nThe target must be a normal animal (not a magical beast, vermin, or other monster type), and your caster level must exceed its Hit Dice.\nThe animal's soul remains in its body but has no control over it while your spirit is there.\nYour own body lies comatose for the duration of the spell.\nWhile in the animal's body, you keep your Intelligence, Wisdom, Charisma, level, classes, base attack bonus, base save bonuses, alignment, and mental abilities.\nYou can cast spells while you possess the animal only if you have the Natural Spell feat or an equivalent ability, and you can't activate the body's extraordinary or supernatural abilities.\nFurthermore, for every 2 points of damage taken by the animal body while you are possessing it, you take 1 point of damage.\nIf the animal body is killed while you are possessing it, you must make a DC 10 Fortitude save or die as well.\nIf your body is destroyed while your spirit is in the animal's body, you die at the end of the spell's duration.\nMaterial Component: A bowl of incense and a morsel of food appealing to the target animal.","short_description":"You project your spirit into the body of an animal, forcing it to behave as you direct.","material_components":"0","name":"Possess Animal","level":"","full_text":"<div><p><h5>Possess Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You project your spirit into the body of an animal, forcing it to behave as you direct.<br \/>The target must be a normal animal (not a magical beast, vermin, or other monster type), and your caster level must exceed its Hit Dice.<br \/>The animal&#39;s soul remains in its body but has no control over it while your spirit is there.<br \/>Your own body lies comatose for the duration of the spell.<br \/>While in the animal&#39;s body, you keep your Intelligence, Wisdom, Charisma, level, classes, base attack bonus, base save bonuses, alignment, and mental abilities.<br \/>You can cast spells while you possess the animal only if you have the Natural Spell feat or an equivalent ability, and you can&#39;t activate the body&#39;s extraordinary or supernatural abilities.<br \/>Furthermore, for every 2 points of damage taken by the animal body while you are possessing it, you take 1 point of damage.<br \/>If the animal body is killed while you are possessing it, you must make a DC 10 Fortitude save or die as well.<br \/>If your body is destroyed while your spirit is in the animal&#39;s body, you die at the end of the spell&#39;s duration.<br \/>Material Component: A bowl of incense and a morsel of food appealing to the target animal.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"One humanoid skull","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"None","spell_resistance":"No","description":"The skull affected by a skull watch spell floats gently 5 feet off the ground, facing a direction you choose.\nIt monitors an area 20 feet wide by 90 feet long, though walls and other solid barriers can curtail this area.\nIf any living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter of a mile away and falls to the ground, its magic expended.\nEvery creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds.\nWhether or not you can hear this audible alarm, you instantly become aware when one of your skull watch spells has been triggered, provided you are on the same plane as it is.\nThe skull can be moved from its original position by anyone who can get to it without entering its monitored area.\nThe skull has an AC of 12, a hardness of 1, and 1 hit point per caster level.\nYou are not magically made aware of the skull's destruction if it has not been triggered.\nSkull watch can be made permanent with the permanency spell.\nA permanent skull watch resets 1d4 rounds after it is triggered.\nFocus: The humanoid skull upon which skull watch is cast.","short_description":"The skull affected by a skull watch spell floats gently 5 feet off the ground, facing a direction you...","material_components":"0","name":"Skull Watch","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Skull Watch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The skull affected by a skull watch spell floats gently 5 feet off the ground, facing a direction you choose.<br \/>It monitors an area 20 feet wide by 90 feet long, though walls and other solid barriers can curtail this area.<br \/>If any living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter of a mile away and falls to the ground, its magic expended.<br \/>Every creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds.<br \/>Whether or not you can hear this audible alarm, you instantly become aware when one of your skull watch spells has been triggered, provided you are on the same plane as it is.<br \/>The skull can be moved from its original position by anyone who can get to it without entering its monitored area.<br \/>The skull has an AC of 12, a hardness of 1, and 1 hit point per caster level.<br \/>You are not magically made aware of the skull&#39;s destruction if it has not been triggered.<br \/>Skull watch can be made permanent with the permanency spell.<br \/>A permanent skull watch resets 1d4 rounds after it is triggered.<br \/>Focus: The humanoid skull upon which skull watch is cast.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"None","spell_resistance":"No","description":"You tear off a piece of a creature's life force, corrupt it with negative energy and the power of undeath, then bind it back to the same creature's body.\nThis process initiates a blasphemous transformation when the creature dies.\nThe subject of this spell loses 2 points of Constitution upon casting.\nWhen it dies, the corrupted life force initiates a slow change in its body, causing it to animate as a crypt spawn at the next sunset (see Chapter 6 in Monstrous Compendium:\nMonsters of Faer\u00fbn).\nIf the creature's remains are destroyed, the undeath after death spell cannot bring it back as an undead.\nEven if the spell is dispelled before the subject dies, it still does not regain its lost Constitution points.\nMaterial Components: A piece of obsidian shaped like a heart, which is placed on the subject's chest, and a black onyx gem worth at least 50 gp per HD the subject creature possesses at the time the spell is cast.\nThis gem must be placed in the subject's mouth.","short_description":"You tear off a piece of a creature's life force, corrupt it with negative energy and the power of und...","material_components":"0","name":"Undeath After Death","level":"","full_text":"<div><p><h5>Undeath After Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You tear off a piece of a creature&#39;s life force, corrupt it with negative energy and the power of undeath, then bind it back to the same creature&#39;s body.<br \/>This process initiates a blasphemous transformation when the creature dies.<br \/>The subject of this spell loses 2 points of Constitution upon casting.<br \/>When it dies, the corrupted life force initiates a slow change in its body, causing it to animate as a crypt spawn at the next sunset (see Chapter 6 in Monstrous Compendium:<br \/>Monsters of Faer\u00fbn).<br \/>If the creature&#39;s remains are destroyed, the undeath after death spell cannot bring it back as an undead.<br \/>Even if the spell is dispelled before the subject dies, it still does not regain its lost Constitution points.<br \/>Material Components: A piece of obsidian shaped like a heart, which is placed on the subject&#39;s chest, and a black onyx gem worth at least 50 gp per HD the subject creature possesses at the time the spell is cast.<br \/>This gem must be placed in the subject&#39;s mouth.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You and up to one creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You steal energy from others.\nEach target other than you takes a -2 penalty on saving throws, attack rolls, and weapon damage rolls.\nAs long as at least one enemy is affected by the spell, you receive the following benefits.\n* You gain a +1 bonus on attack rolls and Reflex saves, and a +1 dodge bonus to AC.\nAny condition that causes you to lose your Dexterity bonus to Armor Class (if any) also negates this dodge bonus.\n* All of your modes of movement increase by 30 feet, to a maximum of twice your normal speed with each form of movement.\nThis increase counts as an enhancement bonus.\n* When using a full attack action, you may make one extra attack with any weapon you are holding.\nYou make this attack using your full base attack bonus, plus any modifiers appropriate to the situation.\nThis effect is not cumulative with similar effects, such as that provided by the haste spell or a weapon with the speed special ability.\n* If you do not make an extra attack, you may cast any 0-level or 1st-level spell you have prepared as a free action, as though you had applied the Quicken Spell feat to it.\nFor every two caster levels beyond 9th, you may apply this benefit to a spell one level higher (to 2nd-level spells at 11th level, 3rd-level spells at 13th level, 4th-level spells at 15th level, and 5th-level spells at 17th level).\nThe benefit cannot be applied to spells higher than 5th level.\nIf all the affected enemies are freed from the spell (by death, entering an antimagic field, receiving a successful dispel magic, or the like), the spell ends immediately.","short_description":"You steal energy from others.","material_components":"0","name":"Battletide","level":"","full_text":"<div><p><h5>Battletide<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You steal energy from others.<br \/>Each target other than you takes a -2 penalty on saving throws, attack rolls, and weapon damage rolls.<br \/>As long as at least one enemy is affected by the spell, you receive the following benefits.\n\t<ul>\n\t\t<li>You gain a +1 bonus on attack rolls and Reflex saves, and a +1 dodge bonus to AC.<\/li>\n\t<\/ul><br \/>Any condition that causes you to lose your Dexterity bonus to Armor Class (if any) also negates this dodge bonus.\n\t<ul>\n\t\t<li>All of your modes of movement increase by 30 feet, to a maximum of twice your normal speed with each form of movement.<\/li>\n\t<\/ul><br \/>This increase counts as an enhancement bonus.\n\t<ul>\n\t\t<li>When using a full attack action, you may make one extra attack with any weapon you are holding.<\/li>\n\t<\/ul><br \/>You make this attack using your full base attack bonus, plus any modifiers appropriate to the situation.<br \/>This effect is not cumulative with similar effects, such as that provided by the haste spell or a weapon with the speed special ability.\n\t<ul>\n\t\t<li>If you do not make an extra attack, you may cast any 0-level or 1st-level spell you have prepared as a free action, as though you had applied the Quicken Spell feat to it.<\/li>\n\t<\/ul><br \/>For every two caster levels beyond 9th, you may apply this benefit to a spell one level higher (to 2nd-level spells at 11th level, 3rd-level spells at 13th level, 4th-level spells at 15th level, and 5th-level spells at 17th level).<br \/>The benefit cannot be applied to spells higher than 5th level.<br \/>If all the affected enemies are freed from the spell (by death, entering an antimagic field, receiving a successful dispel magic, or the like), the spell ends immediately.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One missile of spit","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You spit caustic saliva into your target's eyes with a successful ranged touch attack.\nA -4 penalty applies to the attack roll.\nThe spittle blinds the target until it can wash its eyes with water or some other rinsing fluid.\nThis spell has no effect on creatures without eyes or creatures that don't depend on eyes for vision.","short_description":"You spit caustic saliva into your target's eyes with a successful ranged touch attack.","material_components":"0","name":"Blinding Spittle","level":"Druid 2","full_text":"<div><p><h5>Blinding Spittle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One missile of spit<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You spit caustic saliva into your target&#39;s eyes with a successful ranged touch attack.<br \/>A -4 penalty applies to the attack roll.<br \/>The spittle blinds the target until it can wash its eyes with water or some other rinsing fluid.<br \/>This spell has no effect on creatures without eyes or creatures that don&#39;t depend on eyes for vision.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell grants the subject the blindsight ability out to 30 feet.\n(For details, see page 290 of the Dungeon Master's Guide).","short_description":"This spell grants the subject the blindsight ability out to 30 feet.","material_components":"0","name":"Blindsight","level":"Cleric 3 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Blindsight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants the subject the blindsight ability out to 30 feet.<br \/>(For details, see page 290 of the Dungeon Master&#39;s Guide).<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like entangle, except as follows.\nThe entangling plants are changed to tangled briars covered with sharp thorns that grow to a height of 6 feet.\nEach entangled creature takes 1d8 points of piercing damage +1 point per two caster levels in the round it becomes entangled.\nIn each subsequent round that it attempts to break free or move within the briars, it takes a like amount of damage.\nAn entangled creature attempting to cast a spell within the briars must make a successful Concentration check (DC 20 + the spell's level) or lose the spell.\nThe briars are thick and tall enough to grant cover to creatures within or behind them.","short_description":"This spell functions like entangle, except as follows.","material_components":"0","name":"Briartangle","level":"","full_text":"<div><p><h5>Briartangle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like entangle, except as follows.<br \/>The entangling plants are changed to tangled briars covered with sharp thorns that grow to a height of 6 feet.<br \/>Each entangled creature takes 1d8 points of piercing damage +1 point per two caster levels in the round it becomes entangled.<br \/>In each subsequent round that it attempts to break free or move within the briars, it takes a like amount of damage.<br \/>An entangled creature attempting to cast a spell within the briars must make a successful Concentration check (DC 20 + the spell&#39;s level) or lose the spell.<br \/>The briars are thick and tall enough to grant cover to creatures within or behind them.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Your fingers sprout claws.\nWhen you cast this spell, your hands become weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater.\nYou are considered armed while this spell is in effect.","short_description":"Your fingers sprout claws.","material_components":"0","name":"Claws of the Beast","level":"Druid 1 \/ Ranger 2","full_text":"<div><p><h5>Claws of the Beast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Your fingers sprout claws.<br \/>When you cast this spell, your hands become weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater.<br \/>You are considered armed while this spell is in effect.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like polymorph, except as indicated.\nYou may take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III,\nor IV spell.\nYou can assume only one form with each use of the spell, but you gain all the assumed form's extraordinary, spell-like, and supernatural abilities.\nYour type changes to outsider, and spells and effects that harm or ward evil outsiders affect you.\nAny effect that would banish you to your home plane ends this spell and leaves you staggered for 1 round per caster level but does not send you to another plane.\nMaterial Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.","short_description":"This spell functions like polymorph, except as indicated.","material_components":"0","name":"Fiendform","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Fiendform<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like polymorph, except as indicated.<br \/>You may take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, <span class=caps>III<\/span>,<br \/>or IV spell.<br \/>You can assume only one form with each use of the spell, but you gain all the assumed form&#39;s extraordinary, spell-like, and supernatural abilities.<br \/>Your type changes to outsider, and spells and effects that harm or ward evil outsiders affect you.<br \/>Any effect that would banish you to your home plane ends this spell and leaves you staggered for 1 round per caster level but does not send you to another plane.<br \/>Material Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"One 20-ft. cube\/level (S)","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"This spell functions like quench, except as indicated above.\nIn addition, it has the following effects.\nWhile fireward remains in effect, no magical fire effect can function inside its area.\nThis effect is similar to that of an antimagic field, but only fire spells are suppressed.\nAny nonmagical fire created inside or brought into the spell's area is immediately extinguished as well.","short_description":"This spell functions like quench, except as indicated above.","material_components":"0","name":"Fireward","level":"Druid 5","full_text":"<div><p><h5>Fireward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like quench, except as indicated above.<br \/>In addition, it has the following effects.<br \/>While fireward remains in effect, no magical fire effect can function inside its area.<br \/>This effect is similar to that of an antimagic field, but only fire spells are suppressed.<br \/>Any nonmagical fire created inside or brought into the spell&#39;s area is immediately extinguished as well.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One lance of ice","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"This spell transforms a quantity of ice into a long, deadly lance, which is then magically propelled at a target you designate.\nYou must succeed on a ranged attack to strike a target.\nA +4 bonus applies to your attack roll.\nIf you hit, the icelance deals 5d6 points of damage to the target.\nHalf of this damage is piercing damage; the rest is cold damage.\nIn addition, the target must make a Fortitude save or be stunned for 1d4 rounds.\nRegardless of the result of the attack, the icelance shatters upon its first use.\nMaterial Component: At least 10 pounds of ice or snow.\nMost mages cast this spell in an area with natural ice or snow, but in a pinch the ice left over from an ice storm spell will suffice.","short_description":"This spell transforms a quantity of ice into a long, deadly lance, which is then magically propelled ...","material_components":"0","name":"Icelance","level":"Druid 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Icelance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One lance of ice<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms a quantity of ice into a long, deadly lance, which is then magically propelled at a target you designate.<br \/>You must succeed on a ranged attack to strike a target.<br \/>A +4 bonus applies to your attack roll.<br \/>If you hit, the icelance deals 5d6 points of damage to the target.<br \/>Half of this damage is piercing damage; the rest is cold damage.<br \/>In addition, the target must make a Fortitude save or be stunned for 1d4 rounds.<br \/>Regardless of the result of the attack, the icelance shatters upon its first use.<br \/>Material Component: At least 10 pounds of ice or snow.<br \/>Most mages cast this spell in an area with natural ice or snow, but in a pinch the ice left over from an ice storm spell will suffice.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You cause one creature to burst into flames.\nThe target of the inferno takes 6d6 points of fire damage, and its clothing, items, hair, and flesh burn with ferocity.\nIn each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames.\nThus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth.\nFlammable, nonmagical items carried by the target automatically fail their saves to resist this damage.\nAfter the first round, the target can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage.\nRolling on the ground allows the target a +2 bonus on this save.\nLeaping into a lake or magically extinguishing the flames automatically ends the effect.\nMaterial Component: A gob of beeswax.","short_description":"You cause one creature to burst into flames.","material_components":"0","name":"Inferno","level":"Druid 5","full_text":"<div><p><h5>Inferno<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause one creature to burst into flames.<br \/>The target of the inferno takes 6d6 points of fire damage, and its clothing, items, hair, and flesh burn with ferocity.<br \/>In each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames.<br \/>Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth.<br \/>Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage.<br \/>After the first round, the target can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage.<br \/>Rolling on the ground allows the target a +2 bonus on this save.<br \/>Leaping into a lake or magically extinguishing the flames automatically ends the effect.<br \/>Material Component: A gob of beeswax.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"","area":"30-ft.-radius emanation centered on you","duration":"See text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell, whose verbal component is a lively marching song, was commonly used by the elves of Myth Drannor to speed their scouting parties home.\nOnce the spell is cast, as long as you perform only move actions, you and all allies within 30 feet of you move at a speed 10 feet greater than normal.\nIn addition, you and your allies may hustle during overland movement for 1 extra hour per day per caster level (see page 164 of the Player's Handbook).\nEven with this spell, however, you still suffer the ill effects of forced marching if you attempt to walk for more than 8 hours in a day.\nFocus: A small drum.","short_description":"This spell, whose verbal component is a lively marching song, was commonly used by the elves of Myth ...","material_components":"0","name":"Lively Step","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Lively Step<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell, whose verbal component is a lively marching song, was commonly used by the elves of Myth Drannor to speed their scouting parties home.<br \/>Once the spell is cast, as long as you perform only move actions, you and all allies within 30 feet of you move at a speed 10 feet greater than normal.<br \/>In addition, you and your allies may hustle during overland movement for 1 extra hour per day per caster level (see page 164 of the Player&#39;s Handbook).<br \/>Even with this spell, however, you still suffer the ill effects of forced marching if you attempt to walk for more than 8 hours in a day.<br \/>Focus: A small drum.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You lend some of your ability score points to your target.\nYou take a -4 penalty to any single ability score of your choice, and your target gains an equivalent enhancement bonus to the same ability score.\nYou get no saving throw to avoid the loss, but your target may attempt a Fortitude save to avoid the gain, if desired.\nIf you cast this spell a second time within 1 hour, you take 2d10 points of damage in addition to the normal effect.","short_description":"You lend some of your ability score points to your target.","material_components":"0","name":"Nature's Balance","level":"Druid 4","full_text":"<div><p><h5>Nature's Balance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You lend some of your ability score points to your target.<br \/>You take a -4 penalty to any single ability score of your choice, and your target gains an equivalent enhancement bonus to the same ability score.<br \/>You get no saving throw to avoid the loss, but your target may attempt a Fortitude save to avoid the gain, if desired.<br \/>If you cast this spell a second time within 1 hour, you take 2d10 points of damage in addition to the normal effect.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"","effect":"Matrix that holds one of your spells","area":"","duration":"10 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You prepare a magical matrix that allows you to store one of your spells and use it later as a free action.\nIn the round after you cast Simbul's spell matrix, you may cast one spell of up to 3rd level to be stored in it.\nThe matrix closes after 1 round, whether or not you have stored a spell in it.\nOnly a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell.\nCasting Simbul's spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists.\nWhile the matrix is active, you can cast the spell stored in it as a free action.\nOnce cast from the matrix, the spell is gone.\nA dispel magic spell that successfully dispels the matrix also dispels the spell held inside it.\nIf you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate.\nThe matrix becomes active again when you emerge from the antimagic field.\nIf you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.\nFocus: A piece of amber with a minimum value of 500 gp.","short_description":"You prepare a magical matrix that allows you to store one of your spells and use it later as a free a...","material_components":"0","name":"Simbul's Spell Matrix","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Simbul's Spell Matrix<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Matrix that holds one of your spells<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You prepare a magical matrix that allows you to store one of your spells and use it later as a free action.<br \/>In the round after you cast Simbul&#39;s spell matrix, you may cast one spell of up to 3rd level to be stored in it.<br \/>The matrix closes after 1 round, whether or not you have stored a spell in it.<br \/>Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell.<br \/>Casting Simbul&#39;s spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists.<br \/>While the matrix is active, you can cast the spell stored in it as a free action.<br \/>Once cast from the matrix, the spell is gone.<br \/>A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it.<br \/>If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate.<br \/>The matrix becomes active again when you emerge from the antimagic field.<br \/>If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.<br \/>Focus: A piece of amber with a minimum value of 500 gp.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"Matrix that holds two of your spells","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Simbul's spell matrix, except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting.\nThe matrix closes after 2 rounds and no more spells can be added, even if it is not full.\nIn addition, you may decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower.\nYou may then discharge the two linked spells as a single free action, just as if you were casting the lone spell from a Simbul's spell matrix.\nA dispel magic spell that successfully dispels the matrix also dispels all the spells held inside it.\nIf you are affected by an antimagic field, the duration of the matrix is interrupted, but the spells do not activate.\nThe matrix becomes active again when you emerge from the antimagic field.\nIf you die, all spells in the matrix dissipate harmlessly.\nFocus: A sapphire with a minimum value of 1,000 gp.","short_description":"This spell functions like Simbul's spell matrix, except that you can store up to two spells of up to ...","material_components":"0","name":"Simbul's Spell Sequencer","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Simbul's Spell Sequencer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Matrix that holds two of your spells<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Simbul&#39;s spell matrix, except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting.<br \/>The matrix closes after 2 rounds and no more spells can be added, even if it is not full.<br \/>In addition, you may decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower.<br \/>You may then discharge the two linked spells as a single free action, just as if you were casting the lone spell from a Simbul&#39;s spell matrix.<br \/>A dispel magic spell that successfully dispels the matrix also dispels all the spells held inside it.<br \/>If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spells do not activate.<br \/>The matrix becomes active again when you emerge from the antimagic field.<br \/>If you die, all spells in the matrix dissipate harmlessly.<br \/>Focus: A sapphire with a minimum value of 1,000 gp.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"Matrix that holds three of your spells","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Simbul's spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting.\nThe matrix closes after 3 rounds and no more spells can be added, even if it is not full.\nIn addition, you may designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting Simbul's spell trigger.\nThis function works much like a contingency spell.\nThe spell (or sequence of spells) to be activated by the triggering condition must be of a type that affect your own person, such as levitate or feather fall.\nThe conditions required to bring the desired spell or spells into effect must be clear, although they can be general.\nIn all cases, Simbul's spell trigger immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur.\nYou cannot choose to have the spell or spells not activate when the triggering event occurs.\nFocus: A diamond with a minimum value of 1,500 gp.","short_description":"This spell functions like Simbul's spell matrix, except that you can store up to three spells of up t...","material_components":"0","name":"Simbul's Spell Trigger","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Simbul's Spell Trigger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Matrix that holds three of your spells<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Simbul&#39;s spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting.<br \/>The matrix closes after 3 rounds and no more spells can be added, even if it is not full.<br \/>In addition, you may designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting Simbul&#39;s spell trigger.<br \/>This function works much like a contingency spell.<br \/>The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affect your own person, such as levitate or feather fall.<br \/>The conditions required to bring the desired spell or spells into effect must be clear, although they can be general.<br \/>In all cases, Simbul&#39;s spell trigger immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur.<br \/>You cannot choose to have the spell or spells not activate when the triggering event occurs.<br \/>Focus: A diamond with a minimum value of 1,500 gp.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/three levels","saving_throw":"None; see text","spell_resistance":"Yes","description":"You gain a gaze attack out to close range (25 ft. + 5 ft.\/2 levels) that lasts for the duration of the spell.\nEach creature within range that can see you must attempt a Will saving throw every round at the beginning of its turn to avoid the effect.\nIn addition, you can actively gaze as an attack action by choosing a target within range.\nDepending on the foe's Hit Dice, the gaze attack may have either of two effects, as follows.\nWhile this spell is in effect, your eyes are black and have skull-shaped irises.","short_description":"You gain a gaze attack out to close range (25 ft.","material_components":"0","name":"Skull Eyes","level":"","full_text":"<div><p><h5>Skull Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/three levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You gain a gaze attack out to close range (25 ft. + 5 ft.\/2 levels) that lasts for the duration of the spell.<br \/>Each creature within range that can see you must attempt a Will saving throw every round at the beginning of its turn to avoid the effect.<br \/>In addition, you can actively gaze as an attack action by choosing a target within range.<br \/>Depending on the foe&#39;s Hit Dice, the gaze attack may have either of two effects, as follows.<br \/>While this spell is in effect, your eyes are black and have skull-shaped irises.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell enhances the next spell you cast, making it more difficult for targets to resist.\nAfter you cast this spell, you can cast another in the same round (as if it had been quickened) at +2 caster level.","short_description":"This spell enhances the next spell you cast, making it more difficult for targets to resist.","material_components":"0","name":"Spell Enhancer","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Spell Enhancer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell enhances the next spell you cast, making it more difficult for targets to resist.<br \/>After you cast this spell, you can cast another in the same round (as if it had been quickened) at +2 caster level.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"Scroll touched","effect":"","area":"","duration":"Permanent until triggered","saving_throw":"None","spell_resistance":"Yes (object)","description":"You create a set of triggering conditions for a scroll that bears a spell on your spell list.\nThe spell must be one that affects your person, and it must be of a level no higher than one-fourth your caster level (rounded down, maximum 5th).\nAny limitations that would normally apply to your reading of the scroll (such as a minimum ability score or a caster level check) still apply.\nThe conditions needed to bring the spell into effect must be clear as defined by the contingency spell description, although they can be general.\nFor example, a spell phylactery used with a scroll of water breathing might prescribe that any time you are engulfed in water or any similar liquid, the water breathing spell instantly comes into effect.\nOr a spell phylactery used with a feather fall scroll could trigger any time you fall more than 4 feet.\nComplicated or convoluted conditions may cause the spell phylactery to fail when called upon.\nThe scroll is activated based solely on the stated conditions, regardless of your wishes at the time.\nWhen the stated conditions are met, the spell on the scroll is cast upon you as if you had spent a standard action to use the scroll yourself.\nIf the scroll contains a spell that is not on your spell list, or limitations on the spell that would prevent you from casting it at the time, it is not cast when the triggering condition occurs, and the magic of the spell phylactery dissipates.\nThe scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or placed in a small box for this purpose), and it counts as a bracer or headband in terms of space limitations for magic items.\nThis spell must be cast once for each spell you wish to effect on a scroll.\nIf another person wears the spell phylactery, the magic of this spell ends.\nYou may remove and replace the spell phylactery without penalty, but if 24 hours pass without you wearing it, the magic of the spell phylactery ends.\nThe termination of this spell does not harm the spell on the scroll.","short_description":"You create a set of triggering conditions for a scroll that bears a spell on your spell list.","material_components":"0","name":"Spell Phylactery","level":"","full_text":"<div><p><h5>Spell Phylactery<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until triggered<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create a set of triggering conditions for a scroll that bears a spell on your spell list.<br \/>The spell must be one that affects your person, and it must be of a level no higher than one-fourth your caster level (rounded down, maximum 5th).<br \/>Any limitations that would normally apply to your reading of the scroll (such as a minimum ability score or a caster level check) still apply.<br \/>The conditions needed to bring the spell into effect must be clear as defined by the contingency spell description, although they can be general.<br \/>For example, a spell phylactery used with a scroll of water breathing might prescribe that any time you are engulfed in water or any similar liquid, the water breathing spell instantly comes into effect.<br \/>Or a spell phylactery used with a feather fall scroll could trigger any time you fall more than 4 feet.<br \/>Complicated or convoluted conditions may cause the spell phylactery to fail when called upon.<br \/>The scroll is activated based solely on the stated conditions, regardless of your wishes at the time.<br \/>When the stated conditions are met, the spell on the scroll is cast upon you as if you had spent a standard action to use the scroll yourself.<br \/>If the scroll contains a spell that is not on your spell list, or limitations on the spell that would prevent you from casting it at the time, it is not cast when the triggering condition occurs, and the magic of the spell phylactery dissipates.<br \/>The scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or placed in a small box for this purpose), and it counts as a bracer or headband in terms of space limitations for magic items.<br \/>This spell must be cast once for each spell you wish to effect on a scroll.<br \/>If another person wears the spell phylactery, the magic of this spell ends.<br \/>You may remove and replace the spell phylactery without penalty, but if 24 hours pass without you wearing it, the magic of the spell phylactery ends.<br \/>The termination of this spell does not harm the spell on the scroll.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/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 (D)","saving_throw":"","spell_resistance":"","description":"This spell functions like iron body, except as indicated here.\nYou gain damage reduction 10\/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity (minimum Dexterity 1).\nYou are vulnerable to all special attacks that affect stone golems.\nYour speed is reduced to one-half normal, and your weight increases by a factor of three.\nArcane Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle's outer wall.","short_description":"This spell functions like iron body, except as indicated here.","material_components":"0","name":"Stone Body","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Stone Body<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like iron body, except as indicated here.<br \/>You gain damage reduction 10\/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity (minimum Dexterity 1).<br \/>You are vulnerable to all special attacks that affect stone golems.<br \/>Your speed is reduced to one-half normal, and your weight increases by a factor of three.<br \/>Arcane Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle&#39;s outer wall.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell functions only if you are a lycanthrope, and it benefits you only while you are in your humanoid form.\nWhile under the effect of this spell, you gain certain characteristics of your animal form while remaining in humanoid form.\nYou gain the same damage reduction you have in animal form (normally 5\/silver or 10\/silver), the scent special quality, and the feats you have access to in animal form.\nIn addition, you gain one-half the adjustment for each ability score that you gain in animal form, rounded down to the nearest multiple of 2.\nFor example, if you are a werebear, you gain Str +8 (half of your animal form's +16) and Con +4 (half of +8), but no adjustment to your Dexterity because half of +2, rounded down to the nearest multiple of 2, is +0.\nIf you must make a Control Shape check while under the effect of this spell, you take a -4 penalty on your check.\nFocus: A lock of hair from your animal form.","short_description":"This spell functions only if you are a lycanthrope, and it benefits you only while you are in your hu...","material_components":"0","name":"Strength of the Beast","level":"","full_text":"<div><p><h5>Strength of the Beast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions only if you are a lycanthrope, and it benefits you only while you are in your humanoid form.<br \/>While under the effect of this spell, you gain certain characteristics of your animal form while remaining in humanoid form.<br \/>You gain the same damage reduction you have in animal form (normally 5\/silver or 10\/silver), the scent special quality, and the feats you have access to in animal form.<br \/>In addition, you gain one-half the adjustment for each ability score that you gain in animal form, rounded down to the nearest multiple of 2.<br \/>For example, if you are a werebear, you gain Str +8 (half of your animal form&#39;s +16) and Con +4 (half of +8), but no adjustment to your Dexterity because half of +2, rounded down to the nearest multiple of 2, is +0.<br \/>If you must make a Control Shape check while under the effect of this spell, you take a -4 penalty on your check.<br \/>Focus: A lock of hair from your animal form.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You hurl a thorny plant in the direction of the targets.\nThe spell transforms the plant's small thorns into a spray of thorns that deals damage to the targets you select.\nYou make a normal ranged attack against each target separately, taking no penalty for lack of proficiency.\nThe thorns deal a total of 1d6 points of damage per caster level (maximum 20d6), but you can divide this damage among the targets you select.\nYou must choose how to divide the damage before making your attack rolls.\nThus, an 8th-level caster can target a single creature with an attack that deals 8d6 points of damage on a successful hit, two creatures for 4d6 points of damage each, four creatures for 2d6 points of damage each, and so on.\nYou may divide the damage as you wish.\nA creature that takes damage from the thorns is wracked with pain as though its body were covered with stinging nettles, and it is also sickened for 2d4 rounds.\nA successful Fortitude save negates the sickened effect.","short_description":"You hurl a thorny plant in the direction of the targets.","material_components":"0","name":"Thorn Spray","level":"","full_text":"<div><p><h5>Thorn Spray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You hurl a thorny plant in the direction of the targets.<br \/>The spell transforms the plant&#39;s small thorns into a spray of thorns that deals damage to the targets you select.<br \/>You make a normal ranged attack against each target separately, taking no penalty for lack of proficiency.<br \/>The thorns deal a total of 1d6 points of damage per caster level (maximum 20d6), but you can divide this damage among the targets you select.<br \/>You must choose how to divide the damage before making your attack rolls.<br \/>Thus, an 8th-level caster can target a single creature with an attack that deals 8d6 points of damage on a successful hit, two creatures for 4d6 points of damage each, four creatures for 2d6 points of damage each, and so on.<br \/>You may divide the damage as you wish.<br \/>A creature that takes damage from the thorns is wracked with pain as though its body were covered with stinging nettles, and it is also sickened for 2d4 rounds.<br \/>A successful Fortitude save negates the sickened effect.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You give a weapon the undead bane special ability in addition to any other magical or mundane properties it has.\nAgainst undead, your weapon's enhancement bonus (if any) is +2 higher than normal, and it deals +2d6 points of bonus damage.\nThe spell has no effect if cast upon a weapon that already has the undead bane special ability.\nIf you are caster level 9th (paladin level 18th) or 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 with this spell.\nThese projectiles must be of the same type, and they must be together (in the same quiver, piled in the same spot, or the like).\nProjectiles (but not thrown weapons) lose this effect after an attack has been made with them.\nA weapon affected by this spell is considered good-aligned, so it has special effects on certain creatures.\nAny weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.","short_description":"You give a weapon the undead bane special ability in addition to any other magical or mundane propert...","material_components":"0","name":"Undead Bane Weapon","level":"Paladin 3","full_text":"<div><p><h5>Undead Bane Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You give a weapon the undead bane special ability in addition to any other magical or mundane properties it has.<br \/>Against undead, your weapon&#39;s enhancement bonus (if any) is +2 higher than normal, and it deals +2d6 points of bonus damage.<br \/>The spell has no effect if cast upon a weapon that already has the undead bane special ability.<br \/>If you are caster level 9th (paladin level 18th) or above, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.<br \/>Alternatively, you can affect up to fifty arrows, bolts, or bullets with this spell.<br \/>These projectiles must be of the same type, and they must be together (in the same quiver, piled in the same spot, or the like).<br \/>Projectiles (but not thrown weapons) lose this effect after an attack has been made with them.<br \/>A weapon affected by this spell is considered good-aligned, so it has special effects on certain creatures.<br \/>Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.<\/p><\/p>Reference: Player's Guide to Faer\u00fbn<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"_Alarm_ sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the _alarm_. You decide at the time of casting whether the _alarm_ will be mental or audible.\n\n_Mental Alarm:_ A mental _alarm_ alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence:\/spells\/players-handbook-v35--6\/silence--2704\/ spell has no effect on a mental alarm.\n\n_Audible Alarm:_ An audible _alarm_ produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence:\/spells\/players-handbook-v35--6\/silence--2704\/ spell cannot hear the ringing.\n\nEthereal or astral creatures do not trigger the _alarm_.\n\n_Alarm_ can be made permanent with a permanency:\/spells\/players-handbook-v35--6\/permanency--2900\/ spell.\n\n_Arcane Focus:_ A tiny bell and a piece of very fine silver wire.","short_description":"_Alarm_ sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warde...","material_components":"0","name":"Alarm","level":"Bard 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Thayan Slaver 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Urban Druid 1 \/ Court Herald 1","full_text":"<div><p><h5>Alarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Thayan Slaver 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Urban Druid 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p><em>Alarm<\/em> sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the <em>alarm<\/em>. You decide at the time of casting whether the <em>alarm<\/em> will be mental or audible.<\/p>\n\n\t<p><em>Mental Alarm:<\/em> A mental <em>alarm<\/em> alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental &quot;ping&quot; that awakens you from normal sleep but does not otherwise disturb concentration. A <a href=\/spells\/players-handbook-v35--6\/silence--2704\/>silence<\/a> spell has no effect on a mental alarm.<\/p>\n\n\t<p><em>Audible Alarm:<\/em> An audible <em>alarm<\/em> produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a <a href=\/spells\/players-handbook-v35--6\/silence--2704\/>silence<\/a> spell cannot hear the ringing.<\/p>\n\n\t<p>Ethereal or astral creatures do not trigger the <em>alarm<\/em>.<\/p>\n\n\t<p><em>Alarm<\/em> can be made permanent with a <a href=\/spells\/players-handbook-v35--6\/permanency--2900\/>permanency<\/a> spell.<\/p>\n\n\t<p><em>Arcane Focus:<\/em> A tiny bell and a piece of very fine silver wire.<\/p><\/p>Reference: Player's Handbook v.3.5 197<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 round","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.  See the _Monster Manual_ for more about creature types.\n\nThis spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see Abjuration, page 172).","short_description":"You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of...","material_components":"0","name":"Antilife Shell","level":"Cleric 6 \/ Druid 6 \/ Blighter 5 \/ Death Master 6 \/ Urban Druid 6","full_text":"<div><p><h5>Antilife Shell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Blighter 5 \/ Death Master 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.  See the <em>Monster Manual<\/em> for more about creature types.<\/p>\n\n\t<p>This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see Abjuration, page 172).<\/p><\/p>Reference: Player's Handbook v.3.5 199<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"See text","description":"An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.\n\nAn antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. Time spent within an antimagic field counts against the suppressed spell's duration. \n\nSummoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result). \n\nA normal creature (a normally encountered griffon rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.\n\nTwo or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.(See the Dungeon Master's Guide for more about artifacts).\n\nShould a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.\n\nArcane Material Component: A pinch of powdered iron or iron filings.","short_description":"An invisible barrier surrounds you and moves with you.","material_components":"0","name":"Antimagic Field","level":"Cleric 8 \/ Sorcerer 6 \/ Wizard 6 \/ Runescarred Berserker 5 \/ Sha'ir 6 \/ Death Master 8 \/ Court Herald 6","full_text":"<div><p><h5>Antimagic Field<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 6 \/ Wizard 6 \/ Runescarred Berserker 5 \/ Sha'ir 6 \/ Death Master 8 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.<\/p>\n\n\t<p>An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. Time spent within an antimagic field counts against the suppressed spell&#39;s duration. <\/p>\n\n\t<p>Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature&#39;s spell resistance to make it wink out. (The effects of instantaneous conjurations, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result). <\/p>\n\n\t<p>A normal creature (a normally encountered griffon rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures&#39; spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.<\/p>\n\n\t<p>Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.(See the Dungeon Master&#39;s Guide for more about artifacts).<\/p>\n\n\t<p>Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.<\/p>\n\n\t<p>Arcane Material Component: A pinch of powdered iron or iron filings.<\/p><\/p>Reference: Player's Handbook v.3.5 200<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"The _antiplant shell_ spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.  As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field (see Abjuration, page 172).","short_description":"The _antiplant shell_ spell creates an invisible, mobile barrier that keeps all creatures within the ...","material_components":"0","name":"Antiplant Shell","level":"Druid 4 \/ Blighter 4 \/ Urban Druid 4","full_text":"<div><p><h5>Antiplant Shell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Blighter 4 \/ Urban Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The <em>antiplant shell<\/em> spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.  As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field (see Abjuration, page 172).<\/p><\/p>Reference: Player's Handbook v.3.5 200<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"The door, chest, or portal touched, up to 30 sq. ft.\/level in size","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"An arcane lock spell cast upon a door, chest, or portal magically locks it.\nYou can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.\nAdd 10 to the normal DC to break open a door or portal affected by this spell.\n(A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes).\nMaterial Component: Gold dust worth 25 gp.","short_description":"An arcane lock spell cast upon a door, chest, or portal magically locks it.","material_components":"0","name":"Arcane Lock","level":"Sorcerer 2 \/ Wizard 2 \/ Knight of the Weave 2 \/ Thayan Slaver 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Savant 2 \/ Court Herald 2","full_text":"<div><p><h5>Arcane Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Knight of the Weave 2 \/ Thayan Slaver 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Savant 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An arcane lock spell cast upon a door, chest, or portal magically locks it.<br \/>You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.<br \/>Add 10 to the normal DC to break open a door or portal affected by this spell.<br \/>(A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes).<br \/>Material Component: Gold dust worth 25 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 200<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, AF, XP","casting_time":"1 hour","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell removes the burden of evil acts or misdeeds from the subject.\nThe creature seeking atonement must be truly repentant and desirous of setting right its misdeeds.\nIf the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you.\nHowever, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden.\nMany casters first assign a subject of this sort a quest (see geas\/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.\nAtonement may be cast for one of several purposes, depending on the version selected.\nReverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.\nRestore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.\nRestore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid.\nIf the transgression was intentional, the casting cleric loses 500 XP for his intercession.\nIf the transgression was unintentional, he does not lose XP.\nRedemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours.\nThe prospective subject must be present for the entire casting process.\nUpon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment.\nNo duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment.\nThis use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.\nThough the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.\nNote:Normally, changing alignment is up to the player (for PCs) or the DM (for NPCs).\nThis use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.\nMaterial Component: Burning incense.\nFocus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.\nXP Cost:When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).","short_description":"This spell removes the burden of evil acts or misdeeds from the subject.","material_components":"0","name":"Atonement","level":"Cleric 5 \/ Druid 5 \/ Healer 5 \/ Urban Druid 5","full_text":"<div><p><h5>Atonement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5 \/ Healer 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell removes the burden of evil acts or misdeeds from the subject.<br \/>The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds.<br \/>If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you.<br \/>However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject&#39;s burden.<br \/>Many casters first assign a subject of this sort a quest (see geas\/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.<br \/>Atonement may be cast for one of several purposes, depending on the version selected.<br \/>Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.<br \/>Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.<br \/>Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid.<br \/>If the transgression was intentional, the casting cleric loses 500 XP for his intercession.<br \/>If the transgression was unintentional, he does not lose XP.<br \/>Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours.<br \/>The prospective subject must be present for the entire casting process.<br \/>Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment.<br \/>No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment.<br \/>This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.<br \/>Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.<br \/>Note:Normally, changing alignment is up to the player (for PCs) or the DM (for NPCs).<br \/>This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.<br \/>Material Component: Burning incense.<br \/>Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.<br \/>XP Cost:When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).<\/p><\/p>Reference: Player's Handbook v.3.5 201<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more extraplanar creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2. For example, if this spell were cast on a demon that hated light and was vulnerable to holy water and cold iron weapons, you might use iron, holy water, and a torch in the spell. The three items would give you a +3 bonus on your check to overcome the demon's spell resistance and add 6 to the spell's save DC.\n\nAt the DM's option, certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).\n\nArcane Focus: Any item that is distasteful to the subject (optional, see above).","short_description":"A banishment spell is a more powerful version of the dismissal spell.","material_components":"0","name":"Banishment","level":"Cleric 6 \/ Sorcerer 7 \/ Wizard 7 \/ Knight of the Weave 6 \/ Nar Demonbinder 6 \/ Sha'ir 7","full_text":"<div><p><h5>Banishment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 7 \/ Wizard 7 \/ Knight of the Weave 6 \/ Nar Demonbinder 6 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell&#39;s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target&#39;s spell resistance (if any), the saving throw DC increases by 2. For example, if this spell were cast on a demon that hated light and was vulnerable to holy water and cold iron weapons, you might use iron, holy water, and a torch in the spell. The three items would give you a +3 bonus on your check to overcome the demon&#39;s spell resistance and add 6 to the spell&#39;s save DC.<\/p>\n\n\t<p>At the DM&#39;s option, certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).<\/p>\n\n\t<p>Arcane Focus: Any item that is distasteful to the subject (optional, see above).<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature per level, all within 30 ft. of each other","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"This spell frees victims from enchantments, transmutations, and curses.\nBreak enchantment can reverse even an instantaneous effect, such as flesh to stone.\nFor each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect.\nSuccess means that the creature is free of the spell, curse, or effect.\nFor a cursed magic item, the DC is 25.\nIf the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.\nFor instance, bestow curse cannot be dispelled by dispel magic, but break enchantment can dispel it.\nIf the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.\nFor example, a cursed item can change the alignment of its user.\nBreak enchantment allows the victim to be rid of the item and negates the alignment change, but the item's curse is intact and affects the next creature to pick up the item--\neven if it's the recent recipient of the break enchantment spell.","short_description":"This spell frees victims from enchantments, transmutations, and curses.","material_components":"0","name":"Break Enchantment","level":"Bard 4 \/ Cleric 5 \/ Paladin 4 \/ Sorcerer 5 \/ Wizard 5 \/ Healer 5 \/ Adept 5 \/ Trapsmith 3 \/ Knight of the Weave 4 \/ Vigilante 4 \/ Beguiler 5 \/ Death Delver 4 \/ Nentyar Hunter 4 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5","full_text":"<div><p><h5>Break Enchantment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 5 \/ Paladin 4 \/ Sorcerer 5 \/ Wizard 5 \/ Healer 5 \/ Adept 5 \/ Trapsmith 3 \/ Knight of the Weave 4 \/ Vigilante 4 \/ Beguiler 5 \/ Death Delver 4 \/ Nentyar Hunter 4 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell frees victims from enchantments, transmutations, and curses.<br \/>Break enchantment can reverse even an instantaneous effect, such as flesh to stone.<br \/>For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect.<br \/>Success means that the creature is free of the spell, curse, or effect.<br \/>For a cursed magic item, the DC is 25.<br \/>If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.<br \/>For instance, bestow curse cannot be dispelled by dispel magic, but break enchantment can dispel it.<br \/>If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item&#39;s effects.<br \/>For example, a cursed item can change the alignment of its user.<br \/>Break enchantment allows the victim to be rid of the item and negates the alignment change, but the item&#39;s curse is intact and affects the next creature to pick up the item&#8212;<br \/>even if it&#39;s the recent recipient of the break enchantment spell.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become _confused_:spells\/players-handbook-v35--6\/confusion--2538\/. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike _protection from law_:spells\/players-handbook-v35--6\/protection-from-law--2350\/, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.\n\nSecond, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.\n\nThird, the abjuration blocks possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of _cloak of chaos_).\n\n_Focus:_ A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.","short_description":"A random pattern of color surrounds the subjects, protecting them from attacks, granting them resista...","material_components":"0","name":"Cloak of Chaos","level":"Cleric 8","full_text":"<div><p><h5>Cloak of Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become <a href=\/spells\/players-handbook-v35--6\/confusion--2538\/><em>confused<\/em><\/a>. This abjuration has four effects.<\/p>\n\n\t<p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <a href=\/spells\/players-handbook-v35--6\/protection-from-law--2350\/><em>protection from law<\/em><\/a>, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.<\/p>\n\n\t<p>Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.<\/p>\n\n\t<p>Third, the abjuration blocks possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of <em>cloak of chaos<\/em>).<\/p>\n\n\t<p><em>Focus:<\/em> A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 210<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes (object)","description":"A green ray springs from your outstretched hand.\nYou must make a ranged touch attack to hit the target.\nAny creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.\nForms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.\nThe spell also prevents the use of a gate or teleportation circle for the duration of the spell.\nA dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze.\nAlso, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.","short_description":"A green ray springs from your outstretched hand.","material_components":"0","name":"Dimensional Anchor","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4 \/ Knight of the Chalice 4 \/ Nar Demonbinder 4 \/ Sha'ir 4 \/ Death Master 4 \/ Savant 4 \/ Court Herald 4","full_text":"<div><p><h5>Dimensional Anchor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4 \/ Knight of the Chalice 4 \/ Nar Demonbinder 4 \/ Sha'ir 4 \/ Death Master 4 \/ Savant 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>A green ray springs from your outstretched hand.<br \/>You must make a ranged touch attack to hit the target.<br \/>Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.<br \/>Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.<br \/>The spell also prevents the use of a gate or teleportation circle for the duration of the spell.<br \/>A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk&#39;s gaze.<br \/>Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.<\/p><\/p>Reference: Player's Handbook v.3.5 221<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space","duration":"One day\/level","saving_throw":"None","spell_resistance":"Yes","description":"You create a shimmering emerald barrier that completely blocks extradimensional travel.\nForms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.\nOnce dimensional lock is in place, extradimensional travel into or out of the area is not possible.\nA dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze.\nAlso, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.","short_description":"You create a shimmering emerald barrier that completely blocks extradimensional travel.","material_components":"0","name":"Dimensional Lock","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Urban Druid 8","full_text":"<div><p><h5>Dimensional Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a shimmering emerald barrier that completely blocks extradimensional travel.<br \/>Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.<br \/>Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.<br \/>A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk&#39;s gaze.<br \/>Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.<\/p><\/p>Reference: Player's Handbook v.3.5 221<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One extraplanar creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.","short_description":"This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (D...","material_components":"0","name":"Dismissal","level":"Cleric 4 \/ Sorcerer 5 \/ Wizard 5 \/ Knight of the Chalice 4 \/ Nar Demonbinder 4 \/ Wu Jen 4 \/ Sha'ir 5","full_text":"<div><p><h5>Dismissal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 5 \/ Wizard 5 \/ Knight of the Chalice 4 \/ Nar Demonbinder 4 \/ Wu Jen 4 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell&#39;s save DC &#8211; creature&#39;s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.","short_description":"This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energ...","material_components":"0","name":"Dispel Chaos","level":"Cleric 5 \/ Paladin 4","full_text":"<div><p><h5>Dispel Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object","effect":"","area":"","duration":"1 round\/level or until discharged, whichever comes first","saving_throw":"See text","spell_resistance":"See text","description":"Shimmering, white, holy energy surrounds you.\nThis power has three effects.\nFirst, you gain a +4 deflection bonus to AC against attacks by evil creatures.\nSecond, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane.\nThe creature can negate the effects with a successful Will save (spell resistance applies).\nThis use discharges and ends the spell.\nThird, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.\nException: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil.\nSaving throws and spell resistance do not apply to this effect.\nThis use discharges and ends the spell.","short_description":"Shimmering, white, holy energy surrounds you.","material_components":"0","name":"Dispel Evil","level":"Cleric 5 \/ Paladin 4 \/ Vassal of Bahamut 4 \/ Knight of the Chalice 4","full_text":"<div><p><h5>Dispel Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Paladin 4 \/ Vassal of Bahamut 4 \/ Knight of the Chalice 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged, whichever comes first<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>Shimmering, white, holy energy surrounds you.<br \/>This power has three effects.<br \/>First, you gain a +4 deflection bonus to AC against attacks by evil creatures.<br \/>Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane.<br \/>The creature can negate the effects with a successful Will save (spell resistance applies).<br \/>This use discharges and ends the spell.<br \/>Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.<br \/>Exception: Spells that can&#39;t be dispelled by dispel magic also can&#39;t be dispelled by dispel evil.<br \/>Saving throws and spell resistance do not apply to this effect.<br \/>This use discharges and ends the spell.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.","short_description":"This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energ...","material_components":"0","name":"Dispel Good","level":"Cleric 5 \/ Disciple of Thrym 5 \/ Nar Demonbinder 5 \/ Death Master 5","full_text":"<div><p><h5>Dispel Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Disciple of Thrym 5 \/ Nar Demonbinder 5 \/ Death Master 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.","short_description":"This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic ...","material_components":"0","name":"Dispel Law","level":"Cleric 5 \/ Disciple of Thrym 5","full_text":"<div><p><h5>Dispel Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Disciple of Thrym 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.<\/p><\/p>Reference: Player's Handbook v.3.5 223<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One spellcaster, creature, or object; or 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Because magic is so powerful, so too is the ability to dispel magic.  You can use _dispel magic_ to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. _Dispel magic_ can dispel (but not counter) spell-like effects just as it does spells.\n\nNote: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect  is already over before the _dispel magic_ can take effect. Thus, you can't use _dispel magic_ to repair damage caused by a _fireball_:spells\/players-handbook-v35--6\/fireball--2612\/ or to turn a petrified character back to flesh. In these cases, the magic has departed, leaving only burned flesh or perfectly normal stone in its wake.\n\nYou choose to use _dispel magic_ in one of three ways: a targeted dispel, an area dispel, or a counterspell:\n\n_Targeted Dispel:_ One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level.\n\nFor example, Mialee, at 5th level, targets _dispel magic_ on a drow who is under the effects of _haste_:spells\/players-handbook-v35--6\/haste--2823\/, _mage armor_:spells\/players-handbook-v35--6\/mage-armor--2405\/, and _bull's strength_:spells\/players-handbook-v35--6\/bulls-strength--2788\/. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20 + 5 against DC 18) three times, once each for the _haste_, _mage armor_, and _bull's strength_ effects. If she succeeds on a particular check, that spell is dispelled (the drow's spell resistance doesn't help him); if she fails, that spell remains in effect.\n\nIf you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.\n\nIf the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.\n\nYou automatically succeed on your dispel check against any spell that you cast yourself.\n\n_Area Dispel:_ When _dispel magic_ is used in this way, the spell affects everything within a 20-foot radius.\n\nFor each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.\n\nFor each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.\n\nFor each ongoing area or effect spell whose point of origin is within the area of the _dispel magic_ spell, you can make a dispel check to dispel the spell.\n\nFor each ongoing spell whose area overlaps that of the _dispel magic_ spell, you can make a dispel check to end the effect, but only within the overlapping area.\n\nIf an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.\n\nYou may choose to automatically succeed on dispel checks against any spell that you have cast.\n\n_Counterspell:_ When _dispel magic_ is used in this way, the spell targets a spellcaster and is cast as a counterspell (page 170). Unlike a true counterspell, however, _dispel magic_ may not work; you must make a dispel check to counter the other spellcaster's spell.","short_description":"Because magic is so powerful, so too is the ability to dispel magic.","material_components":"0","name":"Dispel Magic","level":"Bard 3 \/ Cleric 3 \/ Druid 4 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Knight of the Weave 3 \/ Knight of the Chalice 3 \/ Vigilante 3 \/ Beguiler 3 \/ Duskblade 4 \/ Blighter 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3 \/ Urban Druid 4 \/ Dread Necromancer 4 \/ Court Herald 3","full_text":"<div><p><h5>Dispel Magic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Druid 4 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Knight of the Weave 3 \/ Knight of the Chalice 3 \/ Vigilante 3 \/ Beguiler 3 \/ Duskblade 4 \/ Blighter 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3 \/ Urban Druid 4 \/ Dread Necromancer 4 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Because magic is so powerful, so too is the ability to dispel magic.  You can use <em>dispel magic<\/em> to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster&#39;s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can&#39;t be defeated by dispel magic. <em>Dispel magic<\/em> can dispel (but not counter) spell-like effects just as it does spells.<\/p>\n\n\t<p>Note: The effect of a spell with an instantaneous duration can&#39;t be dispelled, because the magical effect  is already over before the <em>dispel magic<\/em> can take effect. Thus, you can&#39;t use <em>dispel magic<\/em> to repair damage caused by a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/><em>fireball<\/em><\/a> or to turn a petrified character back to flesh. In these cases, the magic has departed, leaving only burned flesh or perfectly normal stone in its wake.<\/p>\n\n\t<p>You choose to use <em>dispel magic<\/em> in one of three ways: a targeted dispel, an area dispel, or a counterspell:<\/p>\n\n\t<p><em>Targeted Dispel:<\/em> One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell&#39;s caster level.<\/p>\n\n\t<p>For example, Mialee, at 5th level, targets <em>dispel magic<\/em> on a drow who is under the effects of <a href=\/spells\/players-handbook-v35--6\/haste--2823\/><em>haste<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/mage-armor--2405\/><em>mage armor<\/em><\/a>, and <a href=\/spells\/players-handbook-v35--6\/bulls-strength--2788\/><em>bull&#39;s strength<\/em><\/a>. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20 + 5 against DC 18) three times, once each for the <em>haste<\/em>, <em>mage armor<\/em>, and <em>bull&#39;s strength<\/em> effects. If she succeeds on a particular check, that spell is dispelled (the drow&#39;s spell resistance doesn&#39;t help him); if she fails, that spell remains in effect.<\/p>\n\n\t<p>If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.<\/p>\n\n\t<p>If the object that you target is a magic item, you make a dispel check against the item&#39;s caster level. If you succeed, all the item&#39;s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item&#39;s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.<\/p>\n\n\t<p>You automatically succeed on your dispel check against any spell that you cast yourself.<\/p>\n\n\t<p><em>Area Dispel:<\/em> When <em>dispel magic<\/em> is used in this way, the spell affects everything within a 20-foot radius.<\/p>\n\n\t<p>For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature&#39;s magic items are not affected.<\/p>\n\n\t<p>For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.<\/p>\n\n\t<p>For each ongoing area or effect spell whose point of origin is within the area of the <em>dispel magic<\/em> spell, you can make a dispel check to dispel the spell.<\/p>\n\n\t<p>For each ongoing spell whose area overlaps that of the <em>dispel magic<\/em> spell, you can make a dispel check to end the effect, but only within the overlapping area.<\/p>\n\n\t<p>If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.<\/p>\n\n\t<p>You may choose to automatically succeed on dispel checks against any spell that you have cast.<\/p>\n\n\t<p><em>Counterspell:<\/em> When <em>dispel magic<\/em> is used in this way, the spell targets a spellcaster and is cast as a counterspell (page 170). Unlike a true counterspell, however, <em>dispel magic<\/em> may not work; you must make a dispel check to counter the other spellcaster&#39;s spell.<\/p><\/p>Reference: Player's Handbook v.3.5 223<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/, except that the maximum caster level on your dispel check is +20 instead of +10.\n\nAdditionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.","short_description":"This spell functions like _dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/, except t...","material_components":"0","name":"Dispel Magic, Greater","level":"Bard 5 \/ Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Trapsmith 3 \/ Knight of the Weave 6 \/ Beguiler 6 \/ Blighter 6 \/ Nar Demonbinder 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 6 \/ Urban Druid 6 \/ Dread Necromancer 5","full_text":"<div><p><h5>Dispel Magic, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Trapsmith 3 \/ Knight of the Weave 6 \/ Beguiler 6 \/ Blighter 6 \/ Nar Demonbinder 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 6 \/ Urban Druid 6 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>dispel magic<\/em><\/a>, except that the maximum caster level on your dispel check is +20 instead of +10.<\/p>\n\n\t<p>Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can&#39;t dispel that effect.<\/p><\/p>Reference: Player's Handbook v.3.5 223<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide). The creature's equipment is likewise protected.\n\nEndure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.","short_description":"A creature protected by endure elements suffers no harm from being in a hot or cold environment.","material_components":"0","name":"Endure Elements","level":"Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Runescarred Berserker 1 \/ Vassal of Bahamut 1 \/ Knight of the Chalice 1 \/ Blighter 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Savant 1 \/ Urban Druid 1","full_text":"<div><p><h5>Endure Elements<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Runescarred Berserker 1 \/ Vassal of Bahamut 1 \/ Knight of the Chalice 1 \/ Blighter 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Savant 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master&#39;s Guide). The creature&#39;s equipment is likewise protected.<\/p>\n\n\t<p>Endure elements doesn&#39;t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.<\/p><\/p>Reference: Player's Handbook v.3.5 226<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"A magical field appears around you, glowing with a chaotic blast of multicolored hues.\nThis field deflects incoming arrows, rays, and other ranged attacks.\nEach ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf's acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment).\nOther attacks that simply work at a distance, such as a dragon's breath weapon, are not affected.","short_description":"A magical field appears around you, glowing with a chaotic blast of multicolored hues.","material_components":"0","name":"Entropic Shield","level":"Cleric 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1","full_text":"<div><p><h5>Entropic Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>A magical field appears around you, glowing with a chaotic blast of multicolored hues.<br \/>This field deflects incoming arrows, rays, and other ranged attacks.<br \/>Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf&#39;s acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment).<br \/>Other attacks that simply work at a distance, such as a dragon&#39;s breath weapon, are not affected.<\/p><\/p>Reference: Player's Handbook v.3.5 227<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched object weighing no more than 10 lb.","effect":"","area":"","duration":"Permanent until discharged (D)","saving_throw":"See text","spell_resistance":"Yes","description":"You trace these mystic runes upon a book, map, scroll, or similar object bearing written information.\nThe runes detonate when read, dealing 6d6 points of force damage.\nAnyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage.\nThe object on which the runes were written also takes full damage (no saving throw).\nYou and any characters you specifically instruct can read the protected writing without triggering the runes.\nLikewise, you can remove the runes whenever desired.\nAnother creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.\nNote:Magic traps such as explosive runes are hard to detect and disable.\nA rogue (only) can use the Search skill to find the runes and Disable Device to thwart them.\nThe DC in each case is 25 + spell level, or 28 for explosive runes.","short_description":"You trace these mystic runes upon a book, map, scroll, or similar object bearing written information....","material_components":"0","name":"Explosive Runes","level":"Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3 \/ Court Herald 3","full_text":"<div><p><h5>Explosive Runes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td>\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You trace these mystic runes upon a book, map, scroll, or similar object bearing written information.<br \/>The runes detonate when read, dealing 6d6 points of force damage.<br \/>Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage.<br \/>The object on which the runes were written also takes full damage (no saving throw).<br \/>You and any characters you specifically instruct can read the protected writing without triggering the runes.<br \/>Likewise, you can remove the runes whenever desired.<br \/>Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.<br \/>Note:Magic traps such as explosive runes are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them.<br \/>The DC in each case is 25 + spell level, or 28 for explosive runes.<\/p><\/p>Reference: Player's Handbook v.3.5 228<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Object touched","effect":"","area":"","duration":"Permanent until discharged (D)","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.\nA fire trap can ward any object that can be opened and closed (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth).\nWhen casting fire trap, you select a point on the object as the spell's center.\nWhen someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center.\nThe flames deal 1d4 points of fire damage +1 point per caster level (maximum +20).\nThe item protected by the trap is not harmed by this explosion.\nA fire trapped item cannot have a second closure or warding spell placed on it.\nA knock spell does not bypass a fire trap.\nAn unsuccessful dispel magic spell does not detonate the spell.\nUnderwater, this ward deals half damage and creates a large cloud of steam.\nYou can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast.\nAttuning a fire trapped object to an individual usually involves setting a password that you can share with friends.\nNote:Magic traps such as fire trap are hard to detect and disable.\nA rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it.\nThe DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).\nMaterial Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.","short_description":"Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.","material_components":"0","name":"Fire Trap","level":"Druid 2 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 2 \/ Blighter 2 \/ Wu Jen 4 \/ Sha'ir 4","full_text":"<div><p><h5>Fire Trap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 2 \/ Blighter 2 \/ Wu Jen 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.<br \/>A fire trap can ward any object that can be opened and closed (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth).<br \/>When casting fire trap, you select a point on the object as the spell&#39;s center.<br \/>When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell&#39;s center.<br \/>The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20).<br \/>The item protected by the trap is not harmed by this explosion.<br \/>A fire trapped item cannot have a second closure or warding spell placed on it.<br \/>A knock spell does not bypass a fire trap.<br \/>An unsuccessful dispel magic spell does not detonate the spell.<br \/>Underwater, this ward deals half damage and creates a large cloud of steam.<br \/>You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast.<br \/>Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.<br \/>Note:Magic traps such as fire trap are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level (DC 27 for a druid&#39;s fire trap or DC 29 for the arcane version).<br \/>Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.<\/p><\/p>Reference: Player's Handbook v.3.5 231<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"6 rounds","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"60-ft. cube\/level (S)","duration":"Permanent","saving_throw":"See text","spell_resistance":"Yes","description":"_Forbiddance_ seals an area against all planar travel into or within it. This includes all teleportation:spells\/sub-schools\/teleportation\/ spells (such as _dimension door_:spells\/players-handbook-v35--6\/dimension-door--2388\/ and _teleport_:spells\/players-handbook-v35--6\/teleport--2461\/), plane shifting, astral travel, ethereal travel, and all summoning:spells\/sub-schools\/summoning\/ spells. Such effects simply fail automatically.\n\nIn addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.\n\n_Alignments identical:_ No effect. The creature may enter the area freely (although not by planar travel).\n\n_Alignments different with respect to either law\/chaos or good\/evil:_ The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies. \n\n_Alignments different with respect to both law\/chaos and good\/evil:_ The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.\n\nAt your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.\n\n_Dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/ does not dispel a _forbiddance_ effect unless the dispeller's level is at least as high as your caster level.\n\nYou can't have multiple overlapping _forbiddance_ effects. In such a case, the more recent effect stops at the boundary of the older effect.\n\n_Material Component:_ A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.","short_description":"_Forbiddance_ seals an area against all planar travel into or within it.","material_components":"0","name":"Forbiddance","level":"Cleric 6 \/ Blighter 5","full_text":"<div><p><h5>Forbiddance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Blighter 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>6 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p><em>Forbiddance<\/em> seals an area against all planar travel into or within it. This includes all <a href=\/spells\/sub-schools\/teleportation\/>teleportation<\/a> spells (such as <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/><em>dimension door<\/em><\/a> and <a href=\/spells\/players-handbook-v35--6\/teleport--2461\/><em>teleport<\/em><\/a>), plane shifting, astral travel, ethereal travel, and all <a href=\/spells\/sub-schools\/summoning\/>summoning<\/a> spells. Such effects simply fail automatically.<\/p>\n\n\t<p>In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.<\/p>\n\n\t<p><em>Alignments identical:<\/em> No effect. The creature may enter the area freely (although not by planar travel).<\/p>\n\n\t<p><em>Alignments different with respect to either law\/chaos or good\/evil:<\/em> The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies. <\/p>\n\n\t<p><em>Alignments different with respect to both law\/chaos and good\/evil:<\/em> The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.<\/p>\n\n\t<p>At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.<\/p>\n\n\t<p><a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>Dispel magic<\/em><\/a> does not dispel a <em>forbiddance<\/em> effect unless the dispeller&#39;s level is at least as high as your caster level.<\/p>\n\n\t<p>You can&#39;t have multiple overlapping <em>forbiddance<\/em> effects. In such a case, the more recent effect stops at the boundary of the older effect.<\/p>\n\n\t<p><em>Material Component:<\/em> A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.<\/p><\/p>Reference: Player's Handbook v.3.5 232<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal or touch","target":"You or creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.\n\nThe spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.\n\nMaterial Component: A leather thong, bound around the arm or a similar appendage.","short_description":"This spell enables you or a creature you touch to move and attack normally for the duration of the sp...","material_components":"0","name":"Freedom of Movement","level":"Bard 4 \/ Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Healer 4 \/ Hoardstealer 4 \/ Ebonmar Infiltrator 4 \/ Runescarred Berserker 3 \/ Hunter of the Dead 4 \/ Slayer of Domiel 4 \/ Vigilante 4 \/ Beguiler 4 \/ Death Delver 4 \/ Nentyar Hunter 3 \/ Jester 4 \/ Urban Druid 4 \/ Savant 4","full_text":"<div><p><h5>Freedom of Movement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Healer 4 \/ Hoardstealer 4 \/ Ebonmar Infiltrator 4 \/ Runescarred Berserker 3 \/ Hunter of the Dead 4 \/ Slayer of Domiel 4 \/ Vigilante 4 \/ Beguiler 4 \/ Death Delver 4 \/ Nentyar Hunter 3 \/ Jester 4 \/ Urban Druid 4 \/ Savant 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.<\/p>\n\n\t<p>The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.<\/p>\n\n\t<p>Material Component: A leather thong, bound around the arm or a similar appendage.<\/p><\/p>Reference: Player's Handbook v.3.5 233<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels) or see text","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web.\nTo free a creature from imprisonment or maze, you must know its name and background, and youmust cast this spell at the spot where it was entombed or banished into the maze.","short_description":"The subject is freed from spells and effects that restrict its movement, including binding, entangle,...","material_components":"0","name":"Freedom","level":"Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Urban Druid 9","full_text":"<div><p><h5>Freedom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels) or see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web.<br \/>To free a creature from imprisonment or maze, you must know its name and background, and youmust cast this spell at the spot where it was entombed or banished into the maze.<\/p><\/p>Reference: Player's Handbook v.3.5 233<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.","short_description":"This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spe...","material_components":"0","name":"Globe of Invulnerability","level":"Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6","full_text":"<div><p><h5>Globe of Invulnerability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.<\/p><\/p>Reference: Player's Handbook v.3.5 236<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius spherical emanation, centered on you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower.\nThe area or effect of any such spells does not include the area of the lesser globe of invulnerability.\nSuch spells fail to affect any target located within the globe.\nExcluded effects include spell-like abilities and spells or spell-like effects from items.\nHowever, any type of spell can be cast through or out of the magical globe.\nSpells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.\nThe globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic.\nYou can leave and return to the globe without penalty.\nNote that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.\nFor example, creatures inside the globe would still see a mirror image created by a caster outside the globe.\nIf that caster then entered the globe, the images would wink out, to reappear when the caster exited the globe.\nLikewise, a caster standing in the area of a light spell would still receive sufficient illumination for vision, even though that part of the light spell's area that lies within the globe would not be luminous.\nIf a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.\nMaterial Component: A glass or crystal bead that shatters at the expiration of the spell.","short_description":"An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd le...","material_components":"0","name":"Globe of Invulnerability, Lesser","level":"Sorcerer 4 \/ Wizard 4 \/ Trapsmith 2 \/ Knight of the Weave 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4","full_text":"<div><p><h5>Globe of Invulnerability, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Trapsmith 2 \/ Knight of the Weave 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower.<br \/>The area or effect of any such spells does not include the area of the lesser globe of invulnerability.<br \/>Such spells fail to affect any target located within the globe.<br \/>Excluded effects include spell-like abilities and spells or spell-like effects from items.<br \/>However, any type of spell can be cast through or out of the magical globe.<br \/>Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.<br \/>The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic.<br \/>You can leave and return to the globe without penalty.<br \/>Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.<br \/>For example, creatures inside the globe would still see a mirror image created by a caster outside the globe.<br \/>If that caster then entered the globe, the images would wink out, to reappear when the caster exited the globe.<br \/>Likewise, a caster standing in the area of a light spell would still receive sufficient illumination for vision, even though that part of the light spell&#39;s area that lies within the globe would not be luminous.<br \/>If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.<br \/>Material Component: A glass or crystal bead that shatters at the expiration of the spell.<\/p><\/p>Reference: Player's Handbook v.3.5 236<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Object touched or up to 5 sq. ft.\/level","effect":"","area":"","duration":"Permanent until discharged (D)","saving_throw":"See text","spell_resistance":"No (object) and Yes; see text","description":"This powerful inscription harms those who enter, pass, or open the warded area or object.\nA glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.\nYou set the conditions of the ward.\nTypically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores.\nAlternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon).\nGlyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.\nThey cannot be set according to class, Hit Dice, or level.\nGlyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally.\nMultiple glyphs cannot be cast on the same area.\nHowever, if a cabinet has three drawers, each can be separately warded.\nWhen casting the spell, you weave a tracery of faintly glowing lines around the warding sigil.\nA glyph can be placed to conform to any shape up to the limitations of your total square footage.\nWhen the spell is completed, the glyph and tracery become nearly invisible.\nGlyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.\nMislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't.\nRead magic allows you to identify a glyph of warding with a DC 13 Spellcraft check.\nIdentifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).\nThe DM may decide that the exact glyphs available to you depend on your deity.\nHe or she might also make new glyphs available according to the magical research rules in the Dungeon Master's Guide.\nNote:Magic traps such as glyph of warding are hard to detect and disable.\nA rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 28 for glyph of warding.\nDepending on the version selected, a glyph either blasts the intruder or activates a spell.\nBlast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her.\nThis damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting).\nEach creature affected can attempt a Reflex save to take half damage.\nSpell resistance applies against this effect.\nSpell Glyph: You can store any harmful spell of 3rd level or lower that you know.\nAll level-dependent features of the spell are based on your caster level at the time of casting the glyph.\nIf the spell has a target, it targets the intruder.\nIf the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder.\nIf the spell summons creatures, they appear as close as possible to the intruder and attack.\nSaving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.\nMaterial Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.","short_description":"This powerful inscription harms those who enter, pass, or open the warded area or object.","material_components":"0","name":"Glyph of Warding","level":"Cleric 3","full_text":"<div><p><h5>Glyph of Warding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (object) and Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>This powerful inscription harms those who enter, pass, or open the warded area or object.<br \/>A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.<br \/>You set the conditions of the ward.<br \/>Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores.<br \/>Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon).<br \/>Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.<br \/>They cannot be set according to class, Hit Dice, or level.<br \/>Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally.<br \/>Multiple glyphs cannot be cast on the same area.<br \/>However, if a cabinet has three drawers, each can be separately warded.<br \/>When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil.<br \/>A glyph can be placed to conform to any shape up to the limitations of your total square footage.<br \/>When the spell is completed, the glyph and tracery become nearly invisible.<br \/>Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.<br \/>Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can&#39;t.<br \/>Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check.<br \/>Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).<br \/>The DM may decide that the exact glyphs available to you depend on your deity.<br \/>He or she might also make new glyphs available according to the magical research rules in the Dungeon Master&#39;s Guide.<br \/>Note:Magic traps such as glyph of warding are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 28 for glyph of warding.<br \/>Depending on the version selected, a glyph either blasts the intruder or activates a spell.<br \/>Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her.<br \/>This damage is acid, cold, fire, electricity, or sonic (caster&#39;s choice, made at time of casting).<br \/>Each creature affected can attempt a Reflex save to take half damage.<br \/>Spell resistance applies against this effect.<br \/>Spell Glyph: You can store any harmful spell of 3rd level or lower that you know.<br \/>All level-dependent features of the spell are based on your caster level at the time of casting the glyph.<br \/>If the spell has a target, it targets the intruder.<br \/>If the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder.<br \/>If the spell summons creatures, they appear as close as possible to the intruder and attack.<br \/>Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.<br \/>Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 236<\/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 a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.\nMaterial Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.","short_description":"This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points...","material_components":"0","name":"Glyph of Warding, Greater","level":"Cleric 6","full_text":"<div><p><h5>Glyph of Warding, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.<br \/>Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 237<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, AF","casting_time":"30 minutes","range":"Anywhere within the area to be warded","target":"","effect":"","area":"Up to 200 sq. ft.\/level (S)","duration":"2 hours\/level (D)","saving_throw":"See text","spell_resistance":"See text","description":"This powerful spell is primarily used to defend your stronghold.\nThe ward protects 200 square feet per caster level.\nThe warded area can be as much as 20 feet high, and shaped as you desire.\nYou can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell.\nThe spell creates the following magical effects within the warded area.\nFog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\nSaving Throw: None.\nSpell Resistance: No.\nArcane Locks: All doors in the warded area are arcane locked.\nSaving Throw: None.\nSpell Resistance: No.\nWebs:Webs fill all stairs from top to bottom.\nThese strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.\nSaving Throw: Reflex negates; see text for web.\nSpell Resistance: No.\nConfusion:Where there are choices in direction--such as a corridor intersection or side passage--a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose.\nThis is an enchantment, mind-affecting effect.\nSaving Throw: None.\nSpell Resistance: Yes.\nLost Doors:One door per caster level is covered by a silent image to appear as if it were a plain wall.\nSaving Throw: Will disbelief (if interacted with).\nSpell Resistance: No.\nIn addition, you can place your choice of one of the following five magical effects.\n1. Dancing lights in four corridors.\nYou can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.\nSaving Throw: None.\nSpell Resistance: No.\n2. A magic mouth in two places.\nSaving Throw: None.\nSpell Resistance: No.\n3. A stinking cloud in two places.\nThe vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts.\nSaving Throw: Fortitude negates; see text for stinking cloud.\nSpell Resistance: No.\n4. A gust of wind in one corridor or room.\nSaving Throw: Fortitude negates.\nSpell Resistance: Yes.\n5. A suggestion in one place.\nYou select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally.\nSaving Throw: Will negates.\nSpell Resistance: Yes.\nThe whole warded area radiates strong magic of the abjuration school.\nA dispel magic cast on a specific effect, if successful, removes only that effect.\nA successful Mordenkainen's disjunction destroys the entire guards and wards effect.\nMaterial Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.\nFocus: A small silver rod.","short_description":"This powerful spell is primarily used to defend your stronghold.","material_components":"0","name":"Guards and Wards","level":"Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6 \/ Court Herald 6","full_text":"<div><p><h5>Guards and Wards<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>30 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Anywhere within the area to be warded<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This powerful spell is primarily used to defend your stronghold.<br \/>The ward protects 200 square feet per caster level.<br \/>The warded area can be as much as 20 feet high, and shaped as you desire.<br \/>You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell.<br \/>The spell creates the following magical effects within the warded area.<br \/>Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet.<br \/>A creature within 5 feet has concealment (attacks have a 20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).<br \/>Saving Throw: None.<br \/>Spell Resistance: No.<br \/>Arcane Locks: All doors in the warded area are arcane locked.<br \/>Saving Throw: None.<br \/>Spell Resistance: No.<br \/>Webs:Webs fill all stairs from top to bottom.<br \/>These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.<br \/>Saving Throw: Reflex negates; see text for web.<br \/>Spell Resistance: No.<br \/>Confusion:Where there are choices in direction&#8212;such as a corridor intersection or side passage&#8212;a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose.<br \/>This is an enchantment, mind-affecting effect.<br \/>Saving Throw: None.<br \/>Spell Resistance: Yes.<br \/>Lost Doors:One door per caster level is covered by a silent image to appear as if it were a plain wall.<br \/>Saving Throw: Will disbelief (if interacted with).<br \/>Spell Resistance: No.<br \/>In addition, you can place your choice of one of the following five magical effects.<br \/>1. Dancing lights in four corridors.<br \/>You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.<br \/>Saving Throw: None.<br \/>Spell Resistance: No.<br \/>2. A magic mouth in two places.<br \/>Saving Throw: None.<br \/>Spell Resistance: No.<br \/>3. A stinking cloud in two places.<br \/>The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts.<br \/>Saving Throw: Fortitude negates; see text for stinking cloud.<br \/>Spell Resistance: No.<br \/>4. A gust of wind in one corridor or room.<br \/>Saving Throw: Fortitude negates.<br \/>Spell Resistance: Yes.<br \/>5. A suggestion in one place.<br \/>You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally.<br \/>Saving Throw: Will negates.<br \/>Spell Resistance: Yes.<br \/>The whole warded area radiates strong magic of the abjuration school.<br \/>A dispel magic cast on a specific effect, if successful, removes only that effect.<br \/>A successful Mordenkainen&#39;s disjunction destroys the entire guards and wards effect.<br \/>Material Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.<br \/>Focus: A small silver rod.<\/p><\/p>Reference: Player's Handbook v.3.5 237<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 standard action","range":"Touch","target":"One creature touched\/level","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"Animals cannot see, hear, or smell the warded creatures.\nEven extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.\nAnimals simply act as though the warded creatures are not there.\nWarded creatures could stand before the hungriest of lions and not be molested or even noticed.\nIf a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.","short_description":"Animals cannot see, hear, or smell the warded creatures.","material_components":"0","name":"Hide from Animals","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Hide from Animals<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Animals cannot see, hear, or smell the warded creatures.<br \/>Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.<br \/>Animals simply act as though the warded creatures are not there.<br \/>Warded creatures could stand before the hungriest of lions and not be molested or even noticed.<br \/>If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched creature\/level","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Will negates (harmless); see text","spell_resistance":"Yes","description":"Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.","short_description":"Undead cannot see, hear, or smell the warded creatures.","material_components":"0","name":"Hide from Undead","level":"Cleric 1 \/ Dread Necromancer 1 \/ Hunter of the Dead 1 \/ Death Delver 1 \/ Death Master 1","full_text":"<div><p><h5>Hide from Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Dread Necromancer 1 \/ Hunter of the Dead 1 \/ Death Delver 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can&#39;t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One portal, up to 20 sq. ft.\/level","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.\nThe magic affects the portal just as if it were securely closed and normally locked.\nA knock spell or a successful dispel magic spell can negate a hold portal spell.\nFor a portal affected by this spell, add 5 to the normal DC for forcing open the portal.","short_description":"This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.","material_components":"0","name":"Hold Portal","level":"Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Savant 1 \/ Urban Druid 1","full_text":"<div><p><h5>Hold Portal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Savant 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.<br \/>The magic affects the portal just as if it were securely closed and normally locked.<br \/>A knock spell or a successful dispel magic spell can negate a hold portal spell.<br \/>For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.\n\nSecond, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.\n\nThird, the abjuration blocks possession and mental influence, just as protection from evil does.\n\nFinally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness\/deafness, but against holy aura's save DC).\n\nFocus: A tiny reliquary containing some sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a holy text. The reliquary costs at least 500 gp.","short_description":"A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resis...","material_components":"0","name":"Holy Aura","level":"Cleric 8 \/ Healer 8","full_text":"<div><p><h5>Holy Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Healer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.<\/p>\n\n\t<p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.<\/p>\n\n\t<p>Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.<\/p>\n\n\t<p>Third, the abjuration blocks possession and mental influence, just as protection from evil does.<\/p>\n\n\t<p>Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness\/deafness, but against holy aura&#39;s save DC).<\/p>\n\n\t<p>Focus: A tiny reliquary containing some sacred relic, such as a scrap of cloth from a saint&#39;s robe or a piece of parchment from a holy text. The reliquary costs at least 500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth.\nThe subject remains there unless a freedom spell is cast at the locale where the imprisonment took place.\nMagical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does.\nA wish or miracle spell will not free the recipient, but will reveal where it is entombed.\nIf you know the target's name and some facts about its life, the target takes a -4 penalty on its save.","short_description":"When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (se...","material_components":"0","name":"Imprisonment","level":"Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Urban Druid 9","full_text":"<div><p><h5>Imprisonment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth.<br \/>The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place.<br \/>Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does.<br \/>A wish or miracle spell will not free the recipient, but will reveal where it is entombed.<br \/>If you know the target&#39;s name and some facts about its life, the target takes a -4 penalty on its save.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.","short_description":"This spell functions like magic circle against evil, except that it is similar to protection from cha...","material_components":"0","name":"Magic Circle Against Chaos","level":"Cleric 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3 \/ Savant 3 \/ Sha'ir 3","full_text":"<div><p><h5>Magic Circle Against Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3 \/ Savant 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"10-ft.-radius emanation from touched creature","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"No; see text","description":"All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.\nYou must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.\nThis spell has an alternative version that you may choose when casting it.\nA magic circle against evil can be focused inward rather than outward.\nWhen focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle.\nThe creature cannot cross the circle's boundaries.\nIf a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.\nA magic circle leaves much to be desired as a trap.\nIf the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends.\nThe trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can.\nIf the called creature has spell resistance, it can test the trap once a day.\nIf you fail to overcome its spell resistance, the creature breaks free, destroying the circle.\nA creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means.\nYou can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts.\nIf you are successful, the anchor effect lasts as long as the magic circle does.\nThe creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can.\nThe creature can attack any target it can reach with its ranged attacks except for the circle itself.\nYou can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure.\nDrawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check.\nThe DM makes this check secretly.\nIf the check fails, the diagram is ineffective.\nYou can take 10 (see page 65) when drawing the diagram if you are under no particular time pressure to complete the task.\nThis task also takes 10 full minutes.\nIf time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.\nA successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell.\nThe anchor holds any called creatures in the magic circle for 24 hours per caster level.\nA creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram.\nIf the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5.\nThe creature is immediately released if anything disturbs the diagram--even a straw laid across it.\nHowever, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.\nThis spell is not cumulative with protection from evil and vice versa.\nArcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.","short_description":"All creatures within the area gain the effects of a protection from evil spell, and no nongood summon...","material_components":"0","name":"Magic Circle Against Evil","level":"Cleric 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 3 \/ Divine Bard 3 \/ Wu Jen 3 \/ Savant 3 \/ Sha'ir 3","full_text":"<div><p><h5>Magic Circle Against Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 3 \/ Divine Bard 3 \/ Wu Jen 3 \/ Savant 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.<br \/>You must overcome a creature&#39;s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies&#39; spell resistance.<br \/>This spell has an alternative version that you may choose when casting it.<br \/>A magic circle against evil can be focused inward rather than outward.<br \/>When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle.<br \/>The creature cannot cross the circle&#39;s boundaries.<br \/>If a creature too large to fit into the spell&#39;s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.<br \/>A magic circle leaves much to be desired as a trap.<br \/>If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends.<br \/>The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can.<br \/>If the called creature has spell resistance, it can test the trap once a day.<br \/>If you fail to overcome its spell resistance, the creature breaks free, destroying the circle.<br \/>A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means.<br \/>You can prevent the creature&#39;s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts.<br \/>If you are successful, the anchor effect lasts as long as the magic circle does.<br \/>The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can.<br \/>The creature can attack any target it can reach with its ranged attacks except for the circle itself.<br \/>You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure.<br \/>Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check.<br \/>The DM makes this check secretly.<br \/>If the check fails, the diagram is ineffective.<br \/>You can take 10 (see page 65) when drawing the diagram if you are under no particular time pressure to complete the task.<br \/>This task also takes 10 full minutes.<br \/>If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.<br \/>A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell.<br \/>The anchor holds any called creatures in the magic circle for 24 hours per caster level.<br \/>A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram.<br \/>If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5.<br \/>The creature is immediately released if anything disturbs the diagram&#8212;even a straw laid across it.<br \/>However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.<br \/>This spell is not cumulative with protection from evil and vice versa.<br \/>Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.","short_description":"This spell functions like magic circle against evil, except that it is similar to protection from goo...","material_components":"0","name":"Magic Circle Against Good","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Divine Bard 3 \/ Nar Demonbinder 4 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3 \/ Death Master 3","full_text":"<div><p><h5>Magic Circle Against Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Divine Bard 3 \/ Nar Demonbinder 4 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.<\/p><\/p>Reference: Player's Handbook v.3.5 250<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.","short_description":"This spell functions like magic circle against evil, except that it is similar to protection from law...","material_components":"0","name":"Magic Circle Against Law","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Divine Bard 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3","full_text":"<div><p><h5>Magic Circle Against Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Divine Bard 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.<\/p><\/p>Reference: Player's Handbook v.3.5 250<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts.\nThis spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects.\nMind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it.\nIn the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected.\nScrying attempts that are targeted specifically at the subject do not work at all.","short_description":"The subject is protected from all devices and spells that detect, influence, or read emotions or thou...","material_components":"0","name":"Mind Blank","level":"Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Blighter 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"<div><p><h5>Mind Blank<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Blighter 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts.<br \/>This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects.<br \/>Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject&#39;s mind or to gain information about it.<br \/>In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn&#39;t detected.<br \/>Scrying attempts that are targeted specifically at the subject do not work at all.<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"All magical effects and magic items within a 40-ft.-radius burst","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"No","description":"All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.\nThat is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item.\nAn item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.\nYou also have a 1% chance per caster level of destroying an antimagic field.\nIf the antimagic field survives the disjunction, no items within it are disjoined.\nEven artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items.\nAdditionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities.\n(These abilities cannot be recovered by mortal magic, not even miracle or wish).\nNote: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.","short_description":"All magical effects and magic items within the radius of the spell, except for those that you carry o...","material_components":"0","name":"Mordenkainen's Disjunction","level":"Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9","full_text":"<div><p><h5>Mordenkainen's Disjunction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.<br \/>That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item.<br \/>An item in a creature&#39;s possession uses its own Will save bonus or its possessor&#39;s Will save bonus, whichever is higher.<br \/>You also have a 1% chance per caster level of destroying an antimagic field.<br \/>If the antimagic field survives the disjunction, no items within it are disjoined.<br \/>Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items.<br \/>Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities.<br \/>(These abilities cannot be recovered by mortal magic, not even miracle or wish).<br \/>Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.<\/p><\/p>Reference: Player's Handbook v.3.5 255<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"30-ft. cube\/level (S)","duration":"24 hours (D)","saving_throw":"None","spell_resistance":"No","description":"This spell ensures privacy.\nAnyone looking into the area from outside sees only a dark, foggy mass.\nDarkvision cannot penetrate it.\nNo sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside.\nThose inside can see out normally.\nDivination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts.\nThe ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.\nThe spell does not prevent creatures or objects from moving into and out of the area.\nMordenkainen's private sanctum can be made permanent with a permanency spell.\nMaterial Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.","short_description":"This spell ensures privacy.","material_components":"0","name":"Mordenkainen's Private Sanctum","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Urban Druid 5","full_text":"<div><p><h5>Mordenkainen's Private Sanctum<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell ensures privacy.<br \/>Anyone looking into the area from outside sees only a dark, foggy mass.<br \/>Darkvision cannot penetrate it.<br \/>No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside.<br \/>Those inside can see out normally.<br \/>Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts.<br \/>The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.<br \/>The spell does not prevent creatures or objects from moving into and out of the area.<br \/>Mordenkainen&#39;s private sanctum can be made permanent with a permanency spell.<br \/>Material Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.<\/p><\/p>Reference: Player's Handbook v.3.5 256<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature or object touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"The warded creature or object becomes difficult to detect by divination spells such as clairaudience\/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of  the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.\n\nIf cast on a creature, nondetection wards the creature's gear as well as the creature itself.\n\nMaterial Component: A pinch of diamond dust worth 50 gp.","short_description":"The warded creature or object becomes difficult to detect by divination spells such as clairaudience\/...","material_components":"0","name":"Nondetection","level":"Ranger 4 \/ Sorcerer 3 \/ Wizard 3 \/ Ebonmar Infiltrator 3 \/ Slayer of Domiel 3 \/ Fatemaker 3 \/ Beguiler 3 \/ Telflammar Shadowlord 2 \/ Thayan Slaver 3 \/ Sha'ir 3 \/ Urban Druid 3 \/ Court Herald 3","full_text":"<div><p><h5>Nondetection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 4 \/ Sorcerer 3 \/ Wizard 3 \/ Ebonmar Infiltrator 3 \/ Slayer of Domiel 3 \/ Fatemaker 3 \/ Beguiler 3 \/ Telflammar Shadowlord 2 \/ Thayan Slaver 3 \/ Sha'ir 3 \/ Urban Druid 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature or object becomes difficult to detect by divination spells such as clairaudience\/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of  the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.<\/p>\n\n\t<p>If cast on a creature, nondetection wards the creature&#39;s gear as well as the creature itself.<\/p>\n\n\t<p>Material Component: A pinch of diamond dust worth 50 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 257<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One object touched of up to 100 lb.\/level","effect":"","area":"","duration":"8 hours (D)","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball.\nSuch an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).\nArcane Material Component: A piece of chameleon skin.","short_description":"This spell hides an object from location by divination (scrying) effects, such as the scrying spell o...","material_components":"0","name":"Obscure Object","level":"Bard 1 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 1 \/ Urban Druid 1 \/ Sha'ir 2 \/ Court Herald 2","full_text":"<div><p><h5>Obscure Object<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 1 \/ Urban Druid 1 \/ Sha'ir 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>8 hours (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball.<br \/>Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).<br \/>Arcane Material Component: A piece of chameleon skin.<\/p><\/p>Reference: Player's Handbook v.3.5 258<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"","range":"10 ft.","target":"","effect":"10-ft.-radius sphere centered on you","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.\nThe sphere flashes in all colors of the visible spectrum.\n\nThe sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.\n\nYou can pass into and out of the prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.\n\nTypically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.\n\nThe colors of the sphere have the same effects as the colors of a prismatic wall.\n\nPrismatic sphere can be made permanent with a permanency spell.\n\n|_. Color |_. Order |_. Effect of Color |_. Negated By |\n| Red | 1st | Stops nonmagical ranged weapons. | _Cone of cold_ |\n| | | Deals 20 points of fire damage (Relfex half). | |\n| Orange | 2nd | Stops magical ranged weapons. | _Gust of wind_ |\n| | | Deals 40 points of acid damage (Reflex half). | |\n| Yellow | 3rd | Stops poisons, gases and petrification. | _Disintegrate_ |\n| | | Deals 80 points of electricity damage (Reflex half). | |\n| Green | 4th | Stops breath weapons | _Passwall_ |\n| | | Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). | |\n| Blue | 5th | Stops divination and mental attacks. | _Magic missle_ |\n| | | Turned to stone (Fortitude negates). | |\n| Indigo | 6th | Stops all spells. | _Daylight_ |\n| | | Will save or become insane (as insanity spell). | |\n| Violet | 7th | Energy field destroys all objects and effects. | _Dispel magic_ |\n| | | Creatures sent to another plane (Will negates). | |\n\nNote: The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).","short_description":"This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmeri...","material_components":"0","name":"Prismatic Sphere","level":"Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9","full_text":"<div><p><h5>Prismatic Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft.-radius sphere centered on you<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.<br \/>The sphere flashes in all colors of the visible spectrum.<\/p>\n\n\t<p>The sphere&#39;s blindness effect on creatures with less than 8 HD lasts 2d4&#215;10 minutes.<\/p>\n\n\t<p>You can pass into and out of the prismatic sphere and remain near it without harm. However, when you&#39;re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.<\/p>\n\n\t<p>Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.<\/p>\n\n\t<p>The colors of the sphere have the same effects as the colors of a prismatic wall.<\/p>\n\n\t<p>Prismatic sphere can be made permanent with a permanency spell.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Color <\/th>\n\t\t\t<th>Order <\/th>\n\t\t\t<th>Effect of Color <\/th>\n\t\t\t<th>Negated By <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Stops nonmagical ranged weapons. <\/td>\n\t\t\t<td> <em>Cone of cold<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Deals 20 points of fire damage (Relfex half). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Orange <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Stops magical ranged weapons. <\/td>\n\t\t\t<td> <em>Gust of wind<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Deals 40 points of acid damage (Reflex half). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Yellow <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Stops poisons, gases and petrification. <\/td>\n\t\t\t<td> <em>Disintegrate<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Deals 80 points of electricity damage (Reflex half). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Stops breath weapons <\/td>\n\t\t\t<td> <em>Passwall<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Stops divination and mental attacks. <\/td>\n\t\t\t<td> <em>Magic missle<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Turned to stone (Fortitude negates). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Indigo <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Stops all spells. <\/td>\n\t\t\t<td> <em>Daylight<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Will save or become insane (as insanity spell). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Violet <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> Energy field destroys all objects and effects. <\/td>\n\t\t\t<td> <em>Dispel magic<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Creatures sent to another plane (Will negates). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Note: The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).<\/p><\/p>Reference: Player's Handbook v.3.5 264<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Wall 4 ft.\/level wide, 2 ft.\/level high","area":"","duration":"10 min.\/level (D)","saving_throw":"See text","spell_resistance":"See text","description":"Prismatic wall creates a vertical, opaque wall--a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.\n\nThe wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.\n\nEach color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.\n\nThe wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a Mordenkainen's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.\n\nPrismatic wall can be made permanent with a permanency spell.\n\n|_. Color |_. Order |_. Effect of Color |_. Negated By |\n| Red | 1st | Stops nonmagical ranged weapons. | _Cone of cold_ |\n| | | Deals 20 points of fire damage (Relfex half). | |\n| Orange | 2nd | Stops magical ranged weapons. | _Gust of wind_ |\n| | | Deals 40 points of acid damage (Reflex half). | |\n| Yellow | 3rd | Stops poisons, gases and petrification. | _Disintegrate_ |\n| | | Deals 80 points of electricity damage (Reflex half). | |\n| Green | 4th | Stops breath weapons | _Passwall_ |\n| | | Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). | |\n| Blue | 5th | Stops divination and mental attacks. | _Magic missle_ |\n| | | Turned to stone (Fortitude negates). | |\n| Indigo | 6th | Stops all spells. | _Daylight_ |\n| | | Will save or become insane (as insanity spell). | |\n| Violet | 7th | Energy field destroys all objects and effects. | _Dispel magic_ |\n| | | Creatures sent to another plane (Will negates). | |\n\nNote: The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).","short_description":"Prismatic wall creates a vertical, opaque wall--a shimmering, multicolored plane of light that protec...","material_components":"0","name":"Prismatic Wall","level":"Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Sha'ir 8","full_text":"<div><p><h5>Prismatic Wall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall 4 ft.\/level wide, 2 ft.\/level high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>Prismatic wall creates a vertical, opaque wall&#8212;a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.<\/p>\n\n\t<p>The wall&#39;s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.<\/p>\n\n\t<p>Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.<\/p>\n\n\t<p>The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a Mordenkainen&#39;s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.<\/p>\n\n\t<p>Prismatic wall can be made permanent with a permanency spell.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Color <\/th>\n\t\t\t<th>Order <\/th>\n\t\t\t<th>Effect of Color <\/th>\n\t\t\t<th>Negated By <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Stops nonmagical ranged weapons. <\/td>\n\t\t\t<td> <em>Cone of cold<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Deals 20 points of fire damage (Relfex half). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Orange <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Stops magical ranged weapons. <\/td>\n\t\t\t<td> <em>Gust of wind<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Deals 40 points of acid damage (Reflex half). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Yellow <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Stops poisons, gases and petrification. <\/td>\n\t\t\t<td> <em>Disintegrate<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Deals 80 points of electricity damage (Reflex half). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Stops breath weapons <\/td>\n\t\t\t<td> <em>Passwall<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Stops divination and mental attacks. <\/td>\n\t\t\t<td> <em>Magic missle<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Turned to stone (Fortitude negates). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Indigo <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Stops all spells. <\/td>\n\t\t\t<td> <em>Daylight<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Will save or become insane (as insanity spell). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Violet <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> Energy field destroys all objects and effects. <\/td>\n\t\t\t<td> <em>Dispel magic<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Creatures sent to another plane (Will negates). <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Note: The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).<\/p><\/p>Reference: Player's Handbook v.3.5 264<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains resistance to ranged weapons.\nThe subject gains damage reduction 10\/magic against ranged weapons.\n(This spell doesn't grant you the ability to damage creatures with similar damage reduction).\nOnce the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.\nFocus: A piece of shell from a tortoise or a turtle.","short_description":"The warded creature gains resistance to ranged weapons.","material_components":"0","name":"Protection from Arrows","level":"Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2 \/ Sha'ir 2","full_text":"<div><p><h5>Protection from Arrows<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains resistance to ranged weapons.<br \/>The subject gains damage reduction 10\/magic against ranged weapons.<br \/>(This spell doesn&#39;t grant you the ability to damage creatures with similar damage reduction).<br \/>Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.<br \/>Focus: A piece of shell from a tortoise or a turtle.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 Standard Action","range":"Touch","target":"Creature Touched","effect":"","area":"","duration":"","saving_throw":"Will negates (harmless)","spell_resistance":"No; see text","description":"This spell functions like _protection from evil_:spells\/players-handbook-v35--6\/protection-from-evil--2348\/, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.\n\n","short_description":"This spell functions like _protection from evil_:spells\/players-handbook-v35--6\/protection-from-evil-...","material_components":"0","name":"Protection from Chaos","level":"Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Runescarred Berserker 1 \/ Sha'ir 1 \/ Savant 1","full_text":"<div><p><h5>Protection from Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Runescarred Berserker 1 \/ Sha'ir 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 Standard Action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/><em>protection from evil<\/em><\/a>, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level or until discharged","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.\n\nNote: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy:spells\/players-handbook-v35--6\/resist-energy--2357\/, the protection spell absorbs damage until its power is exhausted.","short_description":"Protection from energy grants temporary immunity to the type of energy you specify when you cast it (...","material_components":"0","name":"Protection from Energy","level":"Cleric 3 \/ Druid 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Runescarred Berserker 2 \/ Hunter of the Dead 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 3 \/ Fatemaker 3 \/ Duskblade 3 \/ Death Delver 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3 \/ Urban Druid 3","full_text":"<div><p><h5>Protection from Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Runescarred Berserker 2 \/ Hunter of the Dead 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 3 \/ Fatemaker 3 \/ Duskblade 3 \/ Death Delver 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.<\/p>\n\n\t<p>Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and <a href=\/spells\/players-handbook-v35--6\/resist-energy--2357\/>resist energy<\/a>, the protection spell absorbs damage until its power is exhausted.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No; see text","description":"This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.\n\nFirst, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.\n\nSecond, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.\n\nThird, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.\n\n_Arcane Material Component:_ A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.","short_description":"This spell wards a creature from attacks by evil creatures, from mental control, and from summoned cr...","material_components":"0","name":"Protection from Evil","level":"Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Healer 1 \/ Runescarred Berserker 1 \/ Vassal of Bahamut 1 \/ Knight of the Chalice 1 \/ Divine Bard 1 \/ Sha'ir 1 \/ Savant 1 \/ Demonologist 1","full_text":"<div><p><h5>Protection from Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Healer 1 \/ Runescarred Berserker 1 \/ Vassal of Bahamut 1 \/ Knight of the Chalice 1 \/ Divine Bard 1 \/ Sha'ir 1 \/ Savant 1 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.<\/p>\n\n\t<p>First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.<\/p>\n\n\t<p>Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.<\/p>\n\n\t<p>Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like protection from evil:spells\/players-handbook-v35--6\/protection-from-evil--2348\/, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.","short_description":"This spell functions like protection from evil:spells\/players-handbook-v35--6\/protection-from-evil--2...","material_components":"0","name":"Protection from Good","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Runescarred Berserker 1 \/ Divine Bard 1 \/ Sha'ir 1 \/ Savant 1 \/ Death Master 1 \/ Demonologist 1","full_text":"<div><p><h5>Protection from Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Runescarred Berserker 1 \/ Divine Bard 1 \/ Sha'ir 1 \/ Savant 1 \/ Death Master 1 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/>protection from evil<\/a>, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 Standard Action","range":"Touch","target":"Creature Touched","effect":"","area":"","duration":"","saving_throw":"Will negates (harmless)","spell_resistance":"No; see text","description":"This spell functions like _protection from evil_:spells\/players-handbook-v35--6\/protection-from-evil--2348\/, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.","short_description":"This spell functions like _protection from evil_:spells\/players-handbook-v35--6\/protection-from-evil-...","material_components":"0","name":"Protection from Law","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Runescarred Berserker 1 \/ Divine Bard 1 \/ Sha'ir 1 \/ Savant 1","full_text":"<div><p><h5>Protection from Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Runescarred Berserker 1 \/ Divine Bard 1 \/ Sha'ir 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 Standard Action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/><em>protection from evil<\/em><\/a>, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, AF","casting_time":"1 standard action","range":"Touch","target":"Up to one creature touched per four levels","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).\nMaterial Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.\nFocus:One 1,000 gp diamond per creature to be granted the protection.\nEach subject must carry one such gem for the duration of the spell.\nIf a subject loses the gem, the spell ceases to affect him.","short_description":"The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but...","material_components":"0","name":"Protection from Spells","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8","full_text":"<div><p><h5>Protection from Spells<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).<br \/>Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.<br \/>Focus:One 1,000 gp diamond per creature to be granted the protection.<br \/>Each subject must carry one such gem for the duration of the spell.<br \/>If a subject loses the gem, the spell ceases to affect him.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or item touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Remove curse instantaneously removes all curses on an object or a creature.\nRemove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it.\nCertain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.\nRemove curse counters and dispels bestow curse.","short_description":"Remove curse instantaneously removes all curses on an object or a creature.","material_components":"0","name":"Remove Curse","level":"Bard 3 \/ Cleric 3 \/ Paladin 3 \/ Sorcerer 4 \/ Wizard 4 \/ Healer 3 \/ Adept 3 \/ Knight of the Weave 3 \/ Fatemaker 4 \/ Vigilante 3 \/ Wu Jen 3 \/ Death Master 3 \/ Sha'ir 4 \/ Savant 4 \/ Court Herald 4","full_text":"<div><p><h5>Remove Curse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Paladin 3 \/ Sorcerer 4 \/ Wizard 4 \/ Healer 3 \/ Adept 3 \/ Knight of the Weave 3 \/ Fatemaker 4 \/ Vigilante 3 \/ Wu Jen 3 \/ Death Master 3 \/ Sha'ir 4 \/ Savant 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Remove curse instantaneously removes all curses on an object or a creature.<br \/>Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it.<br \/>Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.<br \/>Remove curse counters and dispels bestow curse.<\/p><\/p>Reference: Player's Handbook v.3.5 270<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"10 minutes; see text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.\n\nRemove fear counters and dispels cause fear.","short_description":"You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes...","material_components":"0","name":"Remove Fear","level":"Bard 1 \/ Cleric 1 \/ Healer 1 \/ Hunter of the Dead 1 \/ Knight of the Chalice 1 \/ Vigilante 1 \/ Death Delver 1","full_text":"<div><p><h5>Remove Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Healer 1 \/ Hunter of the Dead 1 \/ Knight of the Chalice 1 \/ Vigilante 1 \/ Death Delver 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.<\/p>\n\n\t<p>Remove fear counters and dispels cause fear.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft. line from you","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you.\nAll metal or stone objects in the path of the spell are pushed away from you to the limit of the range.\nFixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected.\nAnything else, including animated objects, small boulders, and creatures in metal armor, moves back.\nFixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy.\nObjects affected by the spell are repelled at the rate of 40 feet per round.\nObjects such as metal armor, swords, and the like are pushed back, dragging their bearers with them.\nEven magic items with metal components are repelled, although an antimagic field blocks the effects.\nThe waves of energy continue to sweep down the set path for the spell's duration.\nAfter you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's\npower.","short_description":"Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you...","material_components":"0","name":"Repel Metal Or Stone","level":"Druid 8 \/ Blighter 7 \/ Wu Jen 8 \/ Urban Druid 8","full_text":"<div><p><h5>Repel Metal Or Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Blighter 7 \/ Wu Jen 8 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you.<br \/>All metal or stone objects in the path of the spell are pushed away from you to the limit of the range.<br \/>Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected.<br \/>Anything else, including animated objects, small boulders, and creatures in metal armor, moves back.<br \/>Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy.<br \/>Objects affected by the spell are repelled at the rate of 40 feet per round.<br \/>Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them.<br \/>Even magic items with metal components are repelled, although an antimagic field blocks the effects.<br \/>The waves of energy continue to sweep down the set path for the spell&#39;s duration.<br \/>After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell&#39;s<br \/>power.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"10 min.\/level (D)","saving_throw":"None or Will negates; see text","spell_resistance":"Yes","description":"An invisible barrier holds back vermin.\nA vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.\nA vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save.\nEven so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.","short_description":"An invisible barrier holds back vermin.","material_components":"0","name":"Repel Vermin","level":"Bard 4 \/ Cleric 4 \/ Druid 4 \/ Ranger 3 \/ Vigilante 4 \/ Blighter 4 \/ Urban Druid 4","full_text":"<div><p><h5>Repel Vermin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4 \/ Druid 4 \/ Ranger 3 \/ Vigilante 4 \/ Blighter 4 \/ Urban Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An invisible barrier holds back vermin.<br \/>A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.<br \/>A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save.<br \/>Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Up to 10 ft.\/level","target":"","effect":"","area":"Up to 10-ft.-radius\/level emanation centered on you","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"An invisible, mobile field surrounds you and prevents creatures from approaching you.\nYou decide how big the field is at the time of casting (to the limit your level allows).\nAny creature within or entering the field must attempt a save.\nIf it fails, it becomes unable to move toward you for the duration of the spell.\nRepelled creatures' actions are not otherwise restricted.\nThey can fight other creatures and can cast spells and attack you with ranged weapons.\nIf you move closer to an affected creature, nothing happens.\n(The creature is not forced back).\nThe creature is free to make melee attacks against you if you come within reach.\nIf a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.\nArcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.","short_description":"An invisible, mobile field surrounds you and prevents creatures from approaching you.","material_components":"0","name":"Repulsion","level":"Cleric 7 \/ Sorcerer 6 \/ Wizard 6 \/ Healer 7 \/ Beguiler 6 \/ Blighter 7 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 7","full_text":"<div><p><h5>Repulsion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 6 \/ Wizard 6 \/ Healer 7 \/ Beguiler 6 \/ Blighter 7 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Up to 10 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An invisible, mobile field surrounds you and prevents creatures from approaching you.<br \/>You decide how big the field is at the time of casting (to the limit your level allows).<br \/>Any creature within or entering the field must attempt a save.<br \/>If it fails, it becomes unable to move toward you for the duration of the spell.<br \/>Repelled creatures&#39; actions are not otherwise restricted.<br \/>They can fight other creatures and can cast spells and attack you with ranged weapons.<br \/>If you move closer to an affected creature, nothing happens.<br \/>(The creature is not forced back).<br \/>The creature is free to make melee attacks against you if you come within reach.<br \/>If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell&#39;s area.<br \/>Arcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This abjuration grants a creature limited protection from damage of whichever one of five energy types  you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. \n\nResist energy absorbs only damage. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.\n\nNote: Resist energy overlaps (and does not stack with) protection from energy.\nIf a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.","short_description":"This abjuration grants a creature limited protection from damage of whichever one of five energy type...","material_components":"0","name":"Resist Energy","level":"Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Ranger 1 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Hoardstealer 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Knight of the Chalice 2 \/ Fatemaker 2 \/ Death Delver 2 \/ Duskblade 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Urban Druid 2","full_text":"<div><p><h5>Resist Energy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Ranger 1 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Hoardstealer 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Knight of the Chalice 2 \/ Fatemaker 2 \/ Death Delver 2 \/ Duskblade 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This abjuration grants a creature limited protection from damage of whichever one of five energy types  you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature&#39;s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient&#39;s equipment as well. <\/p>\n\n\t<p>Resist energy absorbs only damage. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.<\/p>\n\n\t<p>Note: Resist energy overlaps (and does not stack with) protection from energy.<br \/>If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.<\/p><\/p>Reference: Player's Handbook v.3.5 272<\/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","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.\nResistance can be made permanent with a permanency spell.\nArcane Material Component: A miniature cloak.","short_description":"You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bon...","material_components":"0","name":"Resistance","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Urban Druid 0","full_text":"<div><p><h5>Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.<br \/>Resistance can be made permanent with a permanency spell.<br \/>Arcane Material Component: A miniature cloak.<\/p><\/p>Reference: Player's Handbook v.3.5 272<\/div>","reference":"User"},{"school":"Abjuration","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":"No","description":"Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save.\nIf the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell.\nIf the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell.\nThose not attempting to attack the subject remain unaffected.\nThis spell does not prevent the warded creature from being attacked or affected by area or effect spells.\nThe subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.\nThis allows a warded cleric to heal wounds, for example, or to cast a bless spell, perform an augury, summon creatures, and so on.","short_description":"Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targe...","material_components":"0","name":"Sanctuary","level":"Cleric 1 \/ Healer 1 \/ Fatemaker 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1","full_text":"<div><p><h5>Sanctuary<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Healer 1 \/ Fatemaker 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save.<br \/>If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell.<br \/>If the save fails, the opponent can&#39;t follow through with the attack, that part of its action is lost, and it can&#39;t directly attack the warded creature for the duration of the spell.<br \/>Those not attempting to attack the subject remain unaffected.<br \/>This spell does not prevent the warded creature from being attacked or affected by area or effect spells.<br \/>The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.<br \/>This allows a warded cleric to heal wounds, for example, or to cast a bless spell, perform an augury, summon creatures, and so on.<\/p><\/p>Reference: Player's Handbook v.3.5 274<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One willing creature or object (up to a 2-ft. cube\/level) touched","effect":"","area":"","duration":"One day\/level (D)","saving_throw":"None or Will negates (object)","spell_resistance":"No or Yes (object)","description":"When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell).\nThus, sequester can mask a secret door, a treasure vault, or anything similar.\nThe spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing).\nCreatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.\nNote: The Will save prevents an attended or magical object from being sequestered.\nThere is no save to see the sequestered creature or object or to detect it with a divination spell.\nMaterial Component: A basilisk eyelash, gum arabic, and a dram of whitewash.","short_description":"When cast, this spell not only prevents divination spells from working to detect or locate the creatu...","material_components":"0","name":"Sequester","level":"Sorcerer 7 \/ Wizard 7 \/ Thayan Slaver 4 \/ Sha'ir 7 \/ Urban Druid 7","full_text":"<div><p><h5>Sequester<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Thayan Slaver 4 \/ Sha'ir 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell).<br \/>Thus, sequester can mask a secret door, a treasure vault, or anything similar.<br \/>The spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing).<br \/>Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.<br \/>Note: The Will save prevents an attended or magical object from being sequestered.<br \/>There is no save to see the sequestered creature or object or to detect it with a divination spell.<br \/>Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.<\/p><\/p>Reference: Player's Handbook v.3.5 276<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell creates a shimmering, magical field around the touched creature that averts attacks.\nThe spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).\nMaterial Component: A small parchment with a bit of holy text written upon it.","short_description":"This spell creates a shimmering, magical field around the touched creature that averts attacks.","material_components":"0","name":"Shield of Faith","level":"Cleric 1 \/ Vassal of Bahamut 1 \/ Savant 1","full_text":"<div><p><h5>Shield of Faith<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Vassal of Bahamut 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a shimmering, magical field around the touched creature that averts attacks.<br \/>The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).<br \/>Material Component: A small parchment with a bit of holy text written upon it.<\/p><\/p>Reference: Player's Handbook v.3.5 278<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects.\nThis abjuration has four effects.\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nUnlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.\nSecond, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.\nThird, the abjuration blocks possession and mental influence, just as protection from chaos does.\nFinally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law's save DC).\nFocus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text.\nThe reliquary costs at least 500 gp.","short_description":"A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to sp...","material_components":"0","name":"Shield of Law","level":"Cleric 8","full_text":"<div><p><h5>Shield of Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects.<br \/>This abjuration has four effects.<br \/>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.<br \/>Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.<br \/>Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.<br \/>Third, the abjuration blocks possession and mental influence, just as protection from chaos does.<br \/>Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law&#39;s save DC).<br \/>Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text.<br \/>The reliquary costs at least 500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 278<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.\n\nIf you and the subject of the spell move out of range of each other, the spell ends.\n\n_Focus:_ A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.","short_description":"This spell wards the subject and creates a mystic connection between you and the subject so that some...","material_components":"0","name":"Shield Other","level":"Cleric 2 \/ Paladin 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Savant 2","full_text":"<div><p><h5>Shield Other<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.<\/p>\n\n\t<p>If you and the subject of the spell move out of range of each other, the spell ends.<\/p>\n\n\t<p><em>Focus:<\/em> A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.<\/p><\/p>Reference: Player's Handbook v.3.5 278<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you.\nIt negates magic missile attacks directed at you.\nThe disk also provides a +4 shield bonus to AC.\nThis bonus applies against incorporeal touch attacks, since it is a force effect.\nThe shield has no armor check penalty or arcane spell failure chance.\nUnlike with a normal tower shield, you can't use the shield spell for cover.","short_description":"Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you.","material_components":"0","name":"Shield","level":"Sorcerer 1 \/ Wizard 1 \/ Knight of the Weave 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1","full_text":"<div><p><h5>Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Knight of the Weave 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you.<br \/>It negates magic missile attacks directed at you.<br \/>The disk also provides a +4 shield bonus to AC.<br \/>This bonus applies against incorporeal touch attacks, since it is a force effect.<br \/>The shield has no armor check penalty or arcane spell failure chance.<br \/>Unlike with a normal tower shield, you can&#39;t use the shield spell for cover.<\/p><\/p>Reference: Player's Handbook v.3.5 278<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. \n\nOnly a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. Thus, a creature given immunity to lightning bolt is still vulnerable to shocking grasp or chain lightning.\n\nA creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.","short_description":"The warded creature is immune to the effects of one specified spell for every four levels you have.","material_components":"0","name":"Spell Immunity","level":"Cleric 4 \/ Runescarred Berserker 4","full_text":"<div><p><h5>Spell Immunity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Runescarred Berserker 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn&#39;t protect a creature from spells for which spell resistance doesn&#39;t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. <\/p>\n\n\t<p>Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. Thus, a creature given immunity to lightning bolt is still vulnerable to shocking grasp or chain lightning.<\/p>\n\n\t<p>A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell functions like _spell immunity_:spells\/players-handbook-v35--6\/spell-immunity--2365\/, except the immunity applies to spells of 8th level or lower.\n\nA creature can have only one _spell immunity_ or _greater spell immunity_ spell in effect on it at a time.","short_description":"This spell functions like _spell immunity_:spells\/players-handbook-v35--6\/spell-immunity--2365\/, exce...","material_components":"0","name":"Spell Immunity, Greater","level":"Cleric 8","full_text":"<div><p><h5>Spell Immunity, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/spell-immunity--2365\/><em>spell immunity<\/em><\/a>, except the immunity applies to spells of 8th level or lower.<\/p>\n\n\t<p>A creature can have only one <em>spell immunity<\/em> or <em>greater spell immunity<\/em> spell in effect on it at a time.<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The creature gains spell resistance equal to 12 + your caster level.","short_description":"The creature gains spell resistance equal to 12 + your caster level.","material_components":"0","name":"Spell Resistance","level":"Cleric 5 \/ Runescarred Berserker 5 \/ Knight of the Weave 5 \/ Nar Demonbinder 5","full_text":"<div><p><h5>Spell Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Runescarred Berserker 5 \/ Knight of the Weave 5 \/ Nar Demonbinder 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The creature gains spell resistance equal to 12 + your caster level.<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Until expended or 10 min.\/level","saving_throw":"","spell_resistance":"","description":"Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. Thus, a _charm person_:spells\/players-handbook-v35--6\/charm-person--2535\/ spell cast at you could be turned back upon the caster and possibly enable you to use the charm effect on that individual, but a _fireball_:spells\/players-handbook-v35--6\/fireball--2612\/ could not be turned back, and neither could inflict critical wounds.\n\nFrom seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. When a spell is turned, the DM subtracts its level from the amount of spell turning left. \n\nWhen you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. \n\nFor example, if you had three levels of spell turning left and were targeted by a _magic missile_:spells\/players-handbook-v35--6\/magic-missile--2631\/ spell heightened to 4th level, you  would turn three-fourths of the spell back at the caster. You would take one-forth of the damage, while the caster takes three-fourths of the damage. If you were targeted by a wizard's _fear_:spells\/players-handbook-v35--6\/fear--2736\/ spell (also a 4th-level spell) in the same situation, you would have a one in four (25%) chance to be affected by the spell, while the caster would have a three in four (75%) chance to be affected.\n\nIf you and a spellcasting attacker are both warded by _spell turning_ effects in operation, a resonating field is created.\n\nRoll randomly to determine the result.\n\n|_. d% |_. Effect |\n| 01-70 | Spell drains away without effect. |\n| 71-80 | Spell affects both of you equally at full effect. |\n| 81-97 | Both turning effects are rendered nonfunctional for 1d4 minutes. |\n| 98-100 | Both of you go through a rift into another plane. |\n\nArcane Material Component: A small silver mirror.","short_description":"Spells and spell-like effects targeted on you are turned back upon the original caster.","material_components":"0","name":"Spell Turning","level":"Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7","full_text":"<div><p><h5>Spell Turning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until expended or 10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. Thus, a <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>charm person<\/em><\/a> spell cast at you could be turned back upon the caster and possibly enable you to use the charm effect on that individual, but a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/><em>fireball<\/em><\/a> could not be turned back, and neither could inflict critical wounds.<\/p>\n\n\t<p>From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. When a spell is turned, the DM subtracts its level from the amount of spell turning left. <\/p>\n\n\t<p>When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. <\/p>\n\n\t<p>For example, if you had three levels of spell turning left and were targeted by a <a href=\/spells\/players-handbook-v35--6\/magic-missile--2631\/><em>magic missile<\/em><\/a> spell heightened to 4th level, you  would turn three-fourths of the spell back at the caster. You would take one-forth of the damage, while the caster takes three-fourths of the damage. If you were targeted by a wizard&#39;s <a href=\/spells\/players-handbook-v35--6\/fear--2736\/><em>fear<\/em><\/a> spell (also a 4th-level spell) in the same situation, you would have a one in four (25%) chance to be affected by the spell, while the caster would have a three in four (75%) chance to be affected.<\/p>\n\n\t<p>If you and a spellcasting attacker are both warded by <em>spell turning<\/em> effects in operation, a resonating field is created.<\/p>\n\n\t<p>Roll randomly to determine the result.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>d% <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 01-70 <\/td>\n\t\t\t<td> Spell drains away without effect. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 71-80 <\/td>\n\t\t\t<td> Spell affects both of you equally at full effect. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 81-97 <\/td>\n\t\t\t<td> Both turning effects are rendered nonfunctional for 1d4 minutes. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 98-100 <\/td>\n\t\t\t<td> Both of you go through a rift into another plane. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Arcane Material Component: A small silver mirror.<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The warded creature gains resistance to blows, cuts, stabs, and slashes.\nThe subject gains damage reduction 10\/adamantine.\n(It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction).\nOnce the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.\nMaterial Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.","short_description":"The warded creature gains resistance to blows, cuts, stabs, and slashes.","material_components":"0","name":"Stoneskin","level":"Druid 5 \/ Sorcerer 4 \/ Wizard 4 \/ Disciple of Thrym 5 \/ Adept 4 \/ Trapsmith 2 \/ Fatemaker 4 \/ Runescarred Berserker 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4 \/ Urban Druid 5","full_text":"<div><p><h5>Stoneskin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 4 \/ Wizard 4 \/ Disciple of Thrym 5 \/ Adept 4 \/ Trapsmith 2 \/ Fatemaker 4 \/ Runescarred Berserker 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The warded creature gains resistance to blows, cuts, stabs, and slashes.<br \/>The subject gains damage reduction 10\/adamantine.<br \/>(It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction).<br \/>Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.<br \/>Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target&#39;s skin.<\/p><\/p>Reference: Player's Handbook v.3.5 284<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.","short_description":"An undetectable alignment spell conceals the alignment of an object or a creature from all forms of d...","material_components":"0","name":"Undetectable Alignment","level":"Bard 1 \/ Cleric 2 \/ Paladin 2 \/ Dread Necromancer 1 \/ Ebonmar Infiltrator 2 \/ Vassal of Bahamut 2 \/ Knight of the Chalice 2 \/ Vigilante 1 \/ Beguiler 1 \/ Death Master 2 \/ Jester 2","full_text":"<div><p><h5>Undetectable Alignment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 2 \/ Paladin 2 \/ Dread Necromancer 1 \/ Ebonmar Infiltrator 2 \/ Vassal of Bahamut 2 \/ Knight of the Chalice 2 \/ Vigilante 1 \/ Beguiler 1 \/ Death Master 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.<\/p><\/p>Reference: Player's Handbook v.3.5 297<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"20 ft.","target":"One creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"Yes (harmless)","description":"A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects.\nThis abjuration has four effects.\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nUnlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.\nSecond, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.\nThird, the abjuration blocks possession and mental influence, just as protection from good does.\nFinally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).\nFocus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text.\nThe reliquary costs at least 500 gp.","short_description":"A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance ...","material_components":"0","name":"Unholy Aura","level":"Cleric 8 \/ Nar Demonbinder 8 \/ Death Master 8","full_text":"<div><p><h5>Unholy Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Nar Demonbinder 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects.<br \/>This abjuration has four effects.<br \/>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.<br \/>Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.<br \/>Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.<br \/>Third, the abjuration blocks possession and mental influence, just as protection from good does.<br \/>Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).<br \/>Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text.<br \/>The reliquary costs at least 500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 297<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Fog spreads in 20-ft. radius, 20 ft. high","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"_Acid fog_ creates a billowing mass of misty vapors similar to that produced by a _solid fog_:\/spells\/players-handbook-v35--6\/solid-fog--2437\/ spell (page 281).  In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic.  Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.\n\n_Arcane Material Component:_ A pinch of dried, powdered peas combined with powdered animal hoof.","short_description":"_Acid fog_ creates a billowing mass of misty vapors similar to that produced by a _solid fog_:\/spells...","material_components":"0","name":"Acid Fog","level":"Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Blighter 6 \/ Sha'ir 6 \/ Death Master 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Acid Fog<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Blighter 6 \/ Sha'ir 6 \/ Death Master 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fog spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p><em>Acid fog<\/em> creates a billowing mass of misty vapors similar to that produced by a <a href=\/spells\/players-handbook-v35--6\/solid-fog--2437\/><em>solid fog<\/em><\/a> spell (page 281).  In addition to slowing creatures down and obscuring sight, this spell&#39;s vapors are highly acidic.  Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> A pinch of dried, powdered peas combined with powdered animal hoof.<\/p><\/p>Reference: Player's Handbook v.3.5 196<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One missile of acid","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You fire a small orb of acid at the target.\n\nYou must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.","short_description":"You fire a small orb of acid at the target.","material_components":"0","name":"Acid Splash","level":"Sorcerer 0 \/ Wizard 0 \/ Warmage 0 \/ Duskblade 0 \/ Sha'ir 0","full_text":"<div><p><h5>Acid Splash<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0 \/ Warmage 0 \/ Duskblade 0 \/ Sha'ir 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One missile of acid<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'>b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You fire a small orb of acid at the target.<\/p>\n\n\t<p>You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.<\/p><\/p>Reference: Player's Handbook v.3.5 196<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Cloud spreads in 20-ft. radius, 20 ft. high","area":"","duration":"1 min.\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"No","description":"This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.\nThese vapors automatically kill any living creature with 3 or fewer HD (no save).\nA living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).\nA living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).\nHolding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.\nUnlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.\nFigure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.\nBecause the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings; thus, the spell is ideal for slaying hives of giant ants, for example.\nIt cannot penetrate liquids, nor can it be cast underwater.","short_description":"This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish gree...","material_components":"0","name":"Cloudkill","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Cloudkill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.<br \/>These vapors automatically kill any living creature with 3 or fewer HD (no save).<br \/>A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).<br \/>A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).<br \/>Holding one&#39;s breath doesn&#39;t help, but creatures immune to poison are unaffected by the spell.<br \/>Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.<br \/>Figure out the cloud&#39;s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.<br \/>Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings; thus, the spell is ideal for slaying hives of giant ants, for example.<br \/>It cannot penetrate liquids, nor can it be cast underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 210<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Food and water to sustain three humans or one horse\/level for 24 hours","area":"","duration":"24 hours; see text","saving_throw":"None","spell_resistance":"No","description":"The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.\nFood so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it.\nThe water created by this spell is just like clean rain water, and it doesn't go bad as the food does.","short_description":"The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.","material_components":"0","name":"Create Food and Water","level":"Cleric 3 \/ Healer 3 \/ Savant 3","full_text":"<div><p><h5>Create Food and Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Healer 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Food and water to sustain three humans or one horse\/level for 24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The food that this spell creates is simple fare of your choice&#8212;highly nourishing, if rather bland.<br \/>Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it.<br \/>The water created by this spell is just like clean rain water, and it doesn&#39;t go bad as the food does.<\/p><\/p>Reference: Player's Handbook v.3.5 214<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Up to 2 gallons of water\/level","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell generates wholesome, drinkable water, just like clean rain water.\nWater can be created in an area as small as will actually contain the liquid, or in an area three times as large--\npossibly creating a downpour or filling many small receptacles.\nNote: Conjuration spells can't create substances or objects within a creature.\nWater weighs about 8 pounds per gallon.\nOne cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.","short_description":"This spell generates wholesome, drinkable water, just like clean rain water.","material_components":"0","name":"Create Water","level":"Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Adept 0 \/ Healer 0 \/ Divine Bard 0 \/ Jester 0 \/ Urban Druid 0","full_text":"<div><p><h5>Create Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Adept 0 \/ Healer 0 \/ Divine Bard 0 \/ Jester 0 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Up to 2 gallons of water\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell generates wholesome, drinkable water, just like clean rain water.<br \/>Water can be created in an area as small as will actually contain the liquid, or in an area three times as large&#8212;<br \/>possibly creating a downpour or filling many small receptacles.<br \/>Note: Conjuration spells can&#39;t create substances or objects within a creature.<br \/>Water weighs about 8 pounds per gallon.<br \/>One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)\/100 ft.; see text","target":"","effect":"One swarm of centipedes per two levels","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.\n(See the Monster Manual for details on centipede swarms).\nYou may summon the centipede swarms so that they share the area of other creatures.\nThe swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action).\nAs a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you.\nYou cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).\n\n*Special: When casting _creeping doom_ as a Scalykind Domain spell, the swarm is composed of tiny snakes.*","short_description":"When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two cas...","material_components":"0","name":"Creeping Doom","level":"Druid 7 \/ Death Master 7 \/ Urban Druid 7","full_text":"<div><p><h5>Creeping Doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7 \/ Death Master 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)\/100 ft.; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One swarm of centipedes per two levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.<br \/>(See the Monster Manual for details on centipede swarms).<br \/>You may summon the centipede swarms so that they share the area of other creatures.<br \/>The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action).<br \/>As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you.<br \/>You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).<\/p>\n\n\t<p><strong>Special: When casting <em>creeping doom<\/em> as a Scalykind Domain spell, the swarm is composed of tiny snakes.<\/strong><\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like cure light wounds:spells\/players-handbook-v35--6\/cure-light-wounds--2380\/, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).","short_description":"This spell functions like cure light wounds:spells\/players-handbook-v35--6\/cure-light-wounds--2380\/, ...","material_components":"0","name":"Cure Critical Wounds","level":"Ardent 4 \/ Cleric 4 \/ Druid 5 \/ Healer 4 \/ Adept 4 \/ Runescarred Berserker 3 \/ Hunter of the Dead 4 \/ Knight of the Weave 5 \/ Urban Druid 5","full_text":"<div><p><h5>Cure Critical Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ardent 4 \/ Cleric 4 \/ Druid 5 \/ Healer 4 \/ Adept 4 \/ Runescarred Berserker 3 \/ Hunter of the Dead 4 \/ Knight of the Weave 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds--2380\/>cure light wounds<\/a>, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).","short_description":"This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point ...","material_components":"0","name":"Cure Critical Wounds, Mass","level":"Cleric 8 \/ Druid 9 \/ Healer 7 \/ Urban Druid 9","full_text":"<div><p><h5>Cure Critical Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Druid 9 \/ Healer 7 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half (harmless); see text","spell_resistance":"Yes (harmless); see text","description":"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). \n\nSince undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.","short_description":"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of da...","material_components":"0","name":"Cure Light Wounds","level":"Bard 1 \/ Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 2 \/ Adept 1 \/ Healer 1 \/ Hunter of the Dead 1 \/ Knight of the Weave 1 \/ Nentyar Hunter 1 \/ Urban Druid 1 \/ Savant 1","full_text":"<div><p><h5>Cure Light Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 2 \/ Adept 1 \/ Healer 1 \/ Hunter of the Dead 1 \/ Knight of the Weave 1 \/ Nentyar Hunter 1 \/ Urban Druid 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless); see text<br\/><\/td><\/tr><\/table><p>\t<p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). <\/p>\n\n\t<p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half (harmless) or Will half; see text","spell_resistance":"Yes (harmless) or Yes; see text","description":"You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.\n\nLike other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.","short_description":"You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in e...","material_components":"0","name":"Cure Light Wounds, Mass","level":"Bard 5 \/ Cleric 5 \/ Druid 6 \/ Healer 4 \/ Urban Druid 6","full_text":"<div><p><h5>Cure Light Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5 \/ Druid 6 \/ Healer 4 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless) or Will half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless) or Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.<\/p>\n\n\t<p>Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like cure light wounds, except that it cures only 1 point of damage.","short_description":"This spell functions like cure light wounds, except that it cures only 1 point of damage.","material_components":"0","name":"Cure Minor Wounds","level":"Cleric 0 \/ Druid 0 \/ Adept 0 \/ Healer 0 \/ Divine Bard 0 \/ Urban Druid 0","full_text":"<div><p><h5>Cure Minor Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Adept 0 \/ Healer 0 \/ Divine Bard 0 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like cure light wounds, except that it cures only 1 point of damage.<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like cure light wounds:spells\/players-handbook-v35--6\/cure-light-wounds--2380\/, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).","short_description":"This spell functions like cure light wounds:spells\/players-handbook-v35--6\/cure-light-wounds--2380\/, ...","material_components":"0","name":"Cure Moderate Wounds","level":"Bard 2 \/ Cleric 2 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Adept 2 \/ Healer 2 \/ Runescarred Berserker 1 \/ Hunter of the Dead 2 \/ Knight of the Weave 3 \/ Nentyar Hunter 2 \/ Urban Druid 3 \/ Savant 2","full_text":"<div><p><h5>Cure Moderate Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Adept 2 \/ Healer 2 \/ Runescarred Berserker 1 \/ Hunter of the Dead 2 \/ Knight of the Weave 3 \/ Nentyar Hunter 2 \/ Urban Druid 3 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds--2380\/>cure light wounds<\/a>, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _mass cure light wounds_:spells\/players-handbook-v35--6\/cure-light-wounds-mass--2381\/, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).","short_description":"This spell functions like _mass cure light wounds_:spells\/players-handbook-v35--6\/cure-light-wounds-m...","material_components":"0","name":"Cure Moderate Wounds, Mass","level":"Bard 6 \/ Cleric 6 \/ Druid 7 \/ Healer 5 \/ Urban Druid 7","full_text":"<div><p><h5>Cure Moderate Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Druid 7 \/ Healer 5 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds-mass--2381\/><em>mass cure light wounds<\/em><\/a>, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like cure light wounds:spells\/players-handbook-v35--6\/cure-light-wounds--2380\/, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).","short_description":"This spell functions like cure light wounds:spells\/players-handbook-v35--6\/cure-light-wounds--2380\/, ...","material_components":"0","name":"Cure Serious Wounds","level":"Bard 3 \/ Cleric 3 \/ Druid 4 \/ Paladin 4 \/ Ranger 4 \/ Adept 3 \/ Healer 3 \/ Runescarred Berserker 2 \/ Hunter of the Dead 3 \/ Knight of the Weave 4 \/ Nentyar Hunter 3 \/ Urban Druid 4","full_text":"<div><p><h5>Cure Serious Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Druid 4 \/ Paladin 4 \/ Ranger 4 \/ Adept 3 \/ Healer 3 \/ Runescarred Berserker 2 \/ Hunter of the Dead 3 \/ Knight of the Weave 4 \/ Nentyar Hunter 3 \/ Urban Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds--2380\/>cure light wounds<\/a>, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _mass cure light wounds_:spells\/players-handbook-v35--6\/cure-light-wounds-mass--2381\/, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).","short_description":"This spell functions like _mass cure light wounds_:spells\/players-handbook-v35--6\/cure-light-wounds-m...","material_components":"0","name":"Cure Serious Wounds, Mass","level":"Cleric 7 \/ Druid 8 \/ Healer 6 \/ Urban Druid 8","full_text":"<div><p><h5>Cure Serious Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 8 \/ Healer 6 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds-mass--2381\/><em>mass cure light wounds<\/em><\/a>, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject becomes temporarily immune to poison.\nAny poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired.\nDelay poison does not cure any damage that poison may have already done.","short_description":"The subject becomes temporarily immune to poison.","material_components":"0","name":"Delay Poison","level":"Bard 2 \/ Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Ranger 1 \/ Adept 2 \/ Healer 2 \/ Knight of the Weave 2 \/ Death Delver 2 \/ Urban Druid 2","full_text":"<div><p><h5>Delay Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Ranger 1 \/ Adept 2 \/ Healer 2 \/ Knight of the Weave 2 \/ Death Delver 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes temporarily immune to poison.<br \/>Any poison in its system or any poison to which it is exposed during the spell&#39;s duration does not affect the subject until the spell&#39;s duration has expired.<br \/>Delay poison does not cure any damage that poison may have already done.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"You and touched objects or other touched willing creatures","effect":"","area":"","duration":"Instantaneous","saving_throw":"None and Will negates (object)","spell_resistance":"No and Yes (object)","description":"You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired--whether by simply visualizing the area or by stating direction, such as 900 feet straight downward, or upward to the northwest, 45-degree angle, 1,200 feet. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\n\nIf you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.\n\nIf there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.","short_description":"You instantly transfer yourself from your current location to any other spot within range.","material_components":"0","name":"Dimension Door","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Hoardstealer 4 \/ Trapsmith 2 \/ Ebonmar Infiltrator 4 \/ Runescarred Berserker 5 \/ Slayer of Domiel 4 \/ Knight of the Weave 5 \/ Duskblade 4 \/ Telflammar Shadowlord 3 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4 \/ Jester 4 \/ Savant 4 \/ Court Herald 4","full_text":"<div><p><h5>Dimension Door<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Hoardstealer 4 \/ Trapsmith 2 \/ Ebonmar Infiltrator 4 \/ Runescarred Berserker 5 \/ Slayer of Domiel 4 \/ Knight of the Weave 5 \/ Duskblade 4 \/ Telflammar Shadowlord 3 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4 \/ Jester 4 \/ Savant 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None and Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No and Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired&#8212;whether by simply visualizing the area or by stating direction, such as &quot;900 feet straight downward&quot;, or &quot;upward to the northwest, 45-degree angle, 1,200 feet&quot;. After using this spell, you can&#39;t take any other actions until your next turn. You can bring along objects as long as their weight doesn&#39;t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.<\/p>\n\n\t<p>If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.<\/p>\n\n\t<p>If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.<\/p><\/p>Reference: Player's Handbook v.3.5 221<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 standard action","range":"See text","target":"One object weighing 10 lb. or less whose longest dimension is 6 ft. or less","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"None","spell_resistance":"No","description":"You call some nonliving item from virtually any location directly to your hand.\nFirst, you must place your arcane mark (page 201) on the item.\nThen you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp.\nThereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem.\nThe item appears instantly in your hand.\nOnly you can use the gem in this way.\nIf the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.\nThe inscription on the gem is invisible.\nIt is also unreadable, except by means of a read magic spell, to anyone but you.\nThe item can be summoned from another plane, but only if no other creature has claimed ownership of it.\nMaterial Component: A sapphire worth at least 1,000 gp.","short_description":"You call some nonliving item from virtually any location directly to your hand.","material_components":"0","name":"Drawmij's Instant Summons","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7","full_text":"<div><p><h5>Drawmij's Instant Summons<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You call some nonliving item from virtually any location directly to your hand.<br \/>First, you must place your arcane mark (page 201) on the item.<br \/>Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp.<br \/>Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem.<br \/>The item appears instantly in your hand.<br \/>Only you can use the gem in this way.<br \/>If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.<br \/>The inscription on the gem is invisible.<br \/>It is also unreadable, except by means of a read magic spell, to anyone but you.<br \/>The item can be summoned from another plane, but only if no other creature has claimed ownership of it.<br \/>Material Component: A sapphire worth at least 1,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 225<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.\n\nWhen the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.\n\nThe elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.\n\nWhen you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, elemental swarm is a fire spell when you cast it to summon fire elementals and a water spell when you use it to summon water elementals.\n\nh4. Special\n\nWhen casting _elemental swarm_ as an Air Domain spell, only Air elementals may be summoned.\nWhen casting _elemental swarm_ as an Earth or Dwarf Domain spell, only Earth elementals may be summoned.\nWhen casting _elemental swarm_ as a Fire Domain spell, only Fire elementals may be summoned.\nWhen casting _elemental swarm_ as a Water or Ocean Domain spell, only Water elementals may be summoned.","short_description":"This spell opens a portal to an Elemental Plane and summons elementals from it.","material_components":"0","name":"Elemental Swarm","level":"Druid 9 \/ Warmage 9","full_text":"<div><p><h5>Elemental Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Warmage 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.<\/p>\n\n\t<p>When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.<\/p>\n\n\t<p>The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, elemental swarm is a fire spell when you cast it to summon fire elementals and a water spell when you use it to summon water elementals.<\/p>\n\n\t<h4>Special<\/h4>\n\n\t<p>When casting <em>elemental swarm<\/em> as an Air Domain spell, only Air elementals may be summoned.<br \/>When casting <em>elemental swarm<\/em> as an Earth or Dwarf Domain spell, only Earth elementals may be summoned.<br \/>When casting <em>elemental swarm<\/em> as a Fire Domain spell, only Fire elementals may be summoned.<br \/>When casting <em>elemental swarm<\/em> as a Water or Ocean Domain spell, only Water elementals may be summoned.<\/p><\/p>Reference: Player's Handbook v.3.5 226<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell conjures a field of rubbery black tentacles, each 10 feet long.\nThese waving members seem to spring forth from the earth, floor, or whatever surface is underfoot--including water.\nThey grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.\nEvery creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles.\nTreat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19.\nThus, its grapple check modifier is equal to your caster level +8.\nThe tentacles are immune to all types of damage.\nOnce the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage.\nThe tentacles continue to crush the opponent until the spell ends or the opponent escapes.\nAny creature that enters the area of the spell is immediately attacked by the tentacles.\nEven creatures who aren't grappling with the tentacles may move through the area at only half normal speed.\nMaterial Component: A piece of tentacle from a giant octopus or a giant squid.","short_description":"This spell conjures a field of rubbery black tentacles, each 10 feet long.","material_components":"0","name":"Evard's Black Tentacles","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Evard's Black Tentacles<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures a field of rubbery black tentacles, each 10 feet long.<br \/>These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot&#8212;including water.<br \/>They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.<br \/>Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles.<br \/>Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19.<br \/>Thus, its grapple check modifier is equal to your caster level +8.<br \/>The tentacles are immune to all types of damage.<br \/>Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage.<br \/>The tentacles continue to crush the opponent until the spell ends or the opponent escapes.<br \/>Any creature that enters the area of the spell is immediately attacked by the tentacles.<br \/>Even creatures who aren&#39;t grappling with the tentacles may move through the area at only half normal speed.<br \/>Material Component: A piece of tentacle from a giant octopus or a giant squid.<\/p><\/p>Reference: Player's Handbook v.3.5 228<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Up to four touched acorns or up to eight touched holly berries","effect":"","area":"","duration":"10 min.\/level or until used","saving_throw":"None or Reflex half; see text","spell_resistance":"No","description":"Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.\nAcorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet.\nA ranged touch attack roll is required to strike the intended target.\nTogether, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.\nFor example, a 20th-level druid could create one 20d6 missile, two 10d6 missiles, one 11d6 and three 3d6 missiles, or any other combination totalling up to four acorns and 20d6 points of damage.\nEach acorn explodes upon striking any hard surface.\nIn addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet.\nA creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.\nHolly Berry Bombs: You turn as many as eight holly berries into special bombs.\nThe holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet).\nIf you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet.\nA creature in the area that makes a successful Reflex saving throw takes only half damage.\nMaterial Component: The acorns or holly berries.","short_description":"Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or an...","material_components":"0","name":"Fire Seeds","level":"Druid 6 \/ Warmage 6 \/ Blighter 6 \/ Wu Jen 6","full_text":"<div><p><h5>Fire Seeds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Warmage 6 \/ Blighter 6 \/ Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level or until used<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.<br \/>Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet.<br \/>A ranged touch attack roll is required to strike the intended target.<br \/>Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.<br \/>For example, a 20th-level druid could create one 20d6 missile, two 10d6 missiles, one 11d6 and three 3d6 missiles, or any other combination totalling up to four acorns and 20d6 points of damage.<br \/>Each acorn explodes upon striking any hard surface.<br \/>In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet.<br \/>A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.<br \/>Holly Berry Bombs: You turn as many as eight holly berries into special bombs.<br \/>The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet).<br \/>If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet.<br \/>A creature in the area that makes a successful Reflex saving throw takes only half damage.<br \/>Material Component: The acorns or holly berries.<\/p><\/p>Reference: Player's Handbook v.3.5 230<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft. level)","target":"","effect":"Fog spreads in 20-ft. radius, 20 ft. high","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"A bank of fog billows out from the point you designate.\nThe fog obscures all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).\nA moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.\nThe spell does not function underwater.","short_description":"A bank of fog billows out from the point you designate.","material_components":"0","name":"Fog Cloud","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2 \/ Beguiler 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Urban Druid 2","full_text":"<div><p><h5>Fog Cloud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2 \/ Beguiler 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft. level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fog spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A bank of fog billows out from the point you designate.<br \/>The fog obscures all sight, including darkvision, beyond 5 feet.<br \/>A creature within 5 feet has concealment (attacks have a 20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker can&#39;t use sight to locate the target).<br \/>A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.<br \/>The spell does not function underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 232<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation or Calling","components":"V, S, XP","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"See text","area":"","duration":"Instantaneous or concentration (up to 1 round\/level); see text","saving_throw":"None","spell_resistance":"No","description":"Casting a _gate_ spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.\n\nSecond, you may then call a particular individual or kind of being through the _gate_. The _gate_ itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.\n\nA _gate_ has a front and a back. Creatures moving through the _gate_ from the front are transported to the other plane; creatures moving through it from the back are not.\n\n_Planar Travel:_ As a mode of planar travel, a _gate_ spell functions much like a _plane shift_:spells\/players-handbook-v35--6\/plane-shift--2423\/ spell, except that the _gate_ opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a _gate_ from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you--anyone who chooses to step through the portal is transported. A _gate_ cannot be opened to another point on the same plane; the spell works only for interplanar travel.\n\nYou could position a _gate_ in a hallway in order to absorb any attack or force coming at you by shunting it to another plane. Whether the denizens of that plane appreciate this tactic is, of course, another matter.\n\nYou may hold the _gate_ open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.\n\n_Calling Creatures:_ The second effect of the _gate_ spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the _gate_ to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the _gate_, although they may choose to do so of their own accord. This use of the spell creates a _gate_ that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).\n\nIf you choose to call a kind of creature instead of a known individual--for instance, a bearded devil or a ghaele eladrin--you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.\n\nA controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell.\n\nIf you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in livestock rather than in coin, which could involve complications). Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.\n\nFailure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.\n\n_Note:_ When you use a calling spell such as _gate_ to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type. For example, _gate_ is a chaotic and evil spell when you cast it to call a demon.\n\n_XP Cost:_ 1,000 XP (only for the calling creatures function).","short_description":"Casting a _gate_ spell has two effects.","material_components":"0","name":"Gate","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Healer 9 \/ Wu Jen 9 \/ Sha'ir 9","full_text":"<div><p><h5>Gate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation or Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Healer 9 \/ Wu Jen 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or concentration (up to 1 round\/level); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Casting a <em>gate<\/em> spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.<\/p>\n\n\t<p>Second, you may then call a particular individual or kind of being through the <em>gate<\/em>. The <em>gate<\/em> itself is a circular hoop or disk from 5 to 20 feet in diameter (caster&#39;s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.<\/p>\n\n\t<p>A <em>gate<\/em> has a front and a back. Creatures moving through the <em>gate<\/em> from the front are transported to the other plane; creatures moving through it from the back are not.<\/p>\n\n\t<p><em>Planar Travel:<\/em> As a mode of planar travel, a <em>gate<\/em> spell functions much like a <a href=\/spells\/players-handbook-v35--6\/plane-shift--2423\/><em>plane shift<\/em><\/a> spell, except that the <em>gate<\/em> opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a <em>gate<\/em> from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you&#8212;anyone who chooses to step through the portal is transported. A <em>gate<\/em> cannot be opened to another point on the same plane; the spell works only for interplanar travel.<\/p>\n\n\t<p>You could position a <em>gate<\/em> in a hallway in order to absorb any attack or force coming at you by shunting it to another plane. Whether the denizens of that plane appreciate this tactic is, of course, another matter.<\/p>\n\n\t<p>You may hold the <em>gate<\/em> open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.<\/p>\n\n\t<p><em>Calling Creatures:<\/em> The second effect of the <em>gate<\/em> spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the <em>gate<\/em> to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the <em>gate<\/em>, although they may choose to do so of their own accord. This use of the spell creates a <em>gate<\/em> that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).<\/p>\n\n\t<p>If you choose to call a kind of creature instead of a known individual&#8212;for instance, a bearded devil or a ghaele eladrin&#8212;you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can&#39;t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.<\/p>\n\n\t<p>A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature&#39;s help. The creature departs at the end of the spell.<\/p>\n\n\t<p>If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in &quot;livestock&quot; rather than in coin, which could involve complications). Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.<\/p>\n\n\t<p>Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.<\/p>\n\n\t<p><em>Note:<\/em> When you use a calling spell such as <em>gate<\/em> to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type. For example, <em>gate<\/em> is a chaotic and evil spell when you cast it to call a demon.<\/p>\n\n\t<p><em>XP Cost:<\/em> 1,000 XP (only for the calling creatures function).<\/p><\/p>Reference: Player's Handbook v.3.5 234<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Creatures and objects within 10-ft.-radius spread","duration":"1 round\/level","saving_throw":"Will negates (blinding only)","spell_resistance":"No","description":"A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.\nAll within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.\nAny creature covered by the dust takes a -40 penalty on Hide checks.\nMaterial Component: Ground mica.","short_description":"A cloud of golden particles covers everyone and everything in the area, causing creatures to become b...","material_components":"0","name":"Glitterdust","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Jester 2 \/ Savant 2","full_text":"<div><p><h5>Glitterdust<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Jester 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (blinding only)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.<br \/>All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.<br \/>Any creature covered by the dust takes a -40 penalty on Hide checks.<br \/>Material Component: Ground mica.<\/p><\/p>Reference: Player's Handbook v.3.5 236<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One object or a 10-ft. square","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area.\n\nA creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). \n\nThe DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). \n\nThe spell can also be used to create a greasy coating on an item--a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.\n\nA creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter.","short_description":"A grease spell covers a solid surface with a layer of slippery grease.","material_components":"0","name":"Grease","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1","full_text":"<div><p><h5>Grease<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area.<\/p>\n\n\t<p>A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can&#39;t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). <\/p>\n\n\t<p>The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). <\/p>\n\n\t<p>The spell can also be used to create a greasy coating on an item&#8212;a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.<\/p>\n\n\t<p>A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter.<\/p><\/p>Reference: Player's Handbook v.3.5 237<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Your mount touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell functions like _heal_:spells\/players-handbook-v35--6\/heal--2398\/, but it affects only the paladin's special mount (typically a warhorse).","short_description":"This spell functions like _heal_:spells\/players-handbook-v35--6\/heal--2398\/, but it affects only the ...","material_components":"0","name":"Heal Mount","level":"Paladin 3","full_text":"<div><p><h5>Heal Mount<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/heal--2398\/><em>heal<\/em><\/a>, but it affects only the paladin&#39;s special mount (typically a warhorse).<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.\n\nHeal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.\n\nIf used against an undead creature, heal instead acts like harm.","short_description":"Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.","material_components":"0","name":"Heal","level":"Cleric 6 \/ Druid 7 \/ Healer 6 \/ Adept 5 \/ Runescarred Berserker 5 \/ Urban Druid 7","full_text":"<div><p><h5>Heal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 7 \/ Healer 6 \/ Adept 5 \/ Runescarred Berserker 5 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.<\/p>\n\n\t<p>Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.<\/p>\n\n\t<p>If used against an undead creature, heal instead acts like harm.<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like heal, except as noted above.\nThe maximum number of hit points restored to each creature is 250.","short_description":"This spell functions like heal, except as noted above.","material_components":"0","name":"Heal, Mass","level":"Cleric 9 \/ Healer 8","full_text":"<div><p><h5>Heal, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Healer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like heal, except as noted above.<br \/>The maximum number of hit points restored to each creature is 250.<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Feast for one creature\/level","area":"","duration":"1 hour plus 12 hours; see text","saving_throw":"None","spell_resistance":"No","description":"You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.\n\nIf the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.","short_description":"You bring forth a great feast, including a magnificent table, chairs, service, and food and drink.","material_components":"0","name":"Heroes' Feast","level":"Bard 6 \/ Cleric 6 \/ Healer 6","full_text":"<div><p><h5>Heroes' Feast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Healer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Feast for one creature\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour plus 12 hours; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.<\/p>\n\n\t<p>If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.<\/p><\/p>Reference: Player's Handbook v.3.5 240<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Cloud spreads in 20-ft. radius, 20 ft. high","area":"","duration":"1 round\/level","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers.\nThe smoke obscures all sight as a fog cloud does.\nIn addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round.\nAll targets can make Reflex saves each round to take half damage.\nAs with a cloudkill spell, the smoke moves away from you at 10 feet per round.\nFigure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell.\nBy concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round.\nAny portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.\nAs with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.","short_description":"An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers.","material_components":"0","name":"Incendiary Cloud","level":"Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Blighter 9 \/ Wu Jen 8 \/ Sha'ir 8","full_text":"<div><p><h5>Incendiary Cloud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Blighter 9 \/ Wu Jen 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers.<br \/>The smoke obscures all sight as a fog cloud does.<br \/>In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round.<br \/>All targets can make Reflex saves each round to take half damage.<br \/>As with a cloudkill spell, the smoke moves away from you at 10 feet per round.<br \/>Figure out the smoke&#39;s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell.<br \/>By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round.<br \/>Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder&#39;s spread thereafter.<br \/>As with fog cloud, wind disperses the smoke, and the spell can&#39;t be cast underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level).\nThe swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area).\nYou may summon the locust swarms so that they share the area of other creatures.\nEach swarm attacks any creatures occupying its area.\nThe swarms are stationary after being summoned, and won't pursue creatures that flee.\nSee the Monster Manual for details on locust swarms.","short_description":"You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th le...","material_components":"0","name":"Insect Plague","level":"Cleric 5 \/ Druid 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Insect Plague<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level).<br \/>The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area).<br \/>You may summon the locust swarms so that they share the area of other creatures.<br \/>Each swarm attacks any creatures occupying its area.<br \/>The swarms are stationary after being summoned, and won&#39;t pursue creatures that flee.<br \/>See the Monster Manual for details on locust swarms.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"10 minutes","range":"See text","target":"One chest and up to 1 cu. ft. of goods\/caster level","effect":"","area":"","duration":"Sixty days or until discharged","saving_throw":"None","spell_resistance":"No","description":"You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will.\nThe chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet).\nIf any living creatures are in the chest, there is a 75% chance that the spell simply fails.\nOnce the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.\nThe chest must be exceptionally well crafted and expensive, constructed for you by master crafters.\nIf made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum.\nIf constructed of ivory, the metal fittings of the chest must be gold.\nIf the chest is fashioned from bronze, copper, or silver, its fittings must be silver or electrum (a valuable metal).\nThe cost of such a chest is never less than 5,000 gp.\nOnce it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy.\n(The replica costs 50 gp).\nYou can have but one pair of these chests at any given time--even a wish spell does not allow more.\nThe chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.\nTo hide the chest, you cast the spell while touching both the chest and the replica.\nThe chest vanishes into the Ethereal Plane.\nYou need the replica to recall the chest.\nAfter sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost.\nIf the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.\nLiving things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.\nFocus: The chest and its replica.","short_description":"You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will.","material_components":"0","name":"Leomund's Secret Chest","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Urban Druid 5","full_text":"<div><p><h5>Leomund's Secret Chest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Sixty days or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will.<br \/>The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest&#39;s actual size, which is about 3 feet by 2 feet by 2 feet).<br \/>If any living creatures are in the chest, there is a 75% chance that the spell simply fails.<br \/>Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.<br \/>The chest must be exceptionally well crafted and expensive, constructed for you by master crafters.<br \/>If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum.<br \/>If constructed of ivory, the metal fittings of the chest must be gold.<br \/>If the chest is fashioned from bronze, copper, or silver, its fittings must be silver or electrum (a valuable metal).<br \/>The cost of such a chest is never less than 5,000 gp.<br \/>Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy.<br \/>(The replica costs 50 gp).<br \/>You can have but one pair of these chests at any given time&#8212;even a wish spell does not allow more.<br \/>The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.<br \/>To hide the chest, you cast the spell while touching both the chest and the replica.<br \/>The chest vanishes into the Ethereal Plane.<br \/>You need the replica to recall the chest.<br \/>After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost.<br \/>If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.<br \/>Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.<br \/>Focus: The chest and its replica.<\/p><\/p>Reference: Player's Handbook v.3.5 247<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, AF","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"20-ft.-square structure","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod.\nThe floor is level, clean, and dry.\nIn all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.\nThe shelter has no heating or cooling source (other than natural insulation qualities).\nTherefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants.\nThe dwelling does, however, provide considerable security otherwise--it is as strong as a normal stone building, regardless of its material composition.\nThe dwelling resists flames and fire as if it were stone.\nIt is impervious to normal missiles (but not the sort cast by siege engines or giants).\nThe door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue.\nIn addition, these three areas are protected by an _alarm_:spells\/players-handbook-v35--6\/alarm--2299\/ spell.\nFinally, an unseen servant is conjured to provide service to you for the duration of the shelter.\nThe secure shelter contains rude furnishings--eight bunks, a trestle table, eight stools, and a writing desk.\nMaterial Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood.\nThese must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.\nFocus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.","short_description":"You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is ...","material_components":"0","name":"Leomund's Secure Shelter","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4 \/ Urban Druid 4","full_text":"<div><p><h5>Leomund's Secure Shelter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4 \/ Urban Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-square structure<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast&#8212;stone, timber, or (at worst) sod.<br \/>The floor is level, clean, and dry.<br \/>In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.<br \/>The shelter has no heating or cooling source (other than natural insulation qualities).<br \/>Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants.<br \/>The dwelling does, however, provide considerable security otherwise&#8212;it is as strong as a normal stone building, regardless of its material composition.<br \/>The dwelling resists flames and fire as if it were stone.<br \/>It is impervious to normal missiles (but not the sort cast by siege engines or giants).<br \/>The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue.<br \/>In addition, these three areas are protected by an <a href=\/spells\/players-handbook-v35--6\/alarm--2299\/><em>alarm<\/em><\/a> spell.<br \/>Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.<br \/>The secure shelter contains rude furnishings&#8212;eight bunks, a trestle table, eight stools, and a writing desk.<br \/>Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood.<br \/>These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.<br \/>Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.<\/p><\/p>Reference: Player's Handbook v.3.5 247<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.\n\n_Focus:_ A piece of cured leather.","short_description":"An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 ...","material_components":"0","name":"Mage Armor","level":"Sorcerer 1 \/ Wizard 1 \/ Knight of the Weave 1 \/ Beguiler 1 \/ Sha'ir 1 \/ Court Herald 1","full_text":"<div><p><h5>Mage Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Knight of the Weave 1 \/ Beguiler 1 \/ Sha'ir 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can&#39;t bypass it the way they do normal armor.<\/p>\n\n\t<p><em>Focus:<\/em> A piece of cured leather.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"","duration":"See text","saving_throw":"","spell_resistance":"","description":"This spell functions like _minor creation_:spells\/players-handbook-v35--6\/minor-creation--2409\/, except that you can also create an object of mineral nature: stone, crystal, metal, or the like.\n\nThe duration of the created item varies with its relative hardness and rarity, as indicated on the following table.","short_description":"This spell functions like _minor creation_:spells\/players-handbook-v35--6\/minor-creation--2409\/, exce...","material_components":"0","name":"Major Creation","level":"Sorcerer 5 \/ Wizard 5 \/ Adept 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5 \/ Court Herald 5","full_text":"<div><p><h5>Major Creation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Adept 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/minor-creation--2409\/><em>minor creation<\/em><\/a>, except that you can also create an object of mineral nature: stone, crystal, metal, or the like.<\/p>\n\n\t<p>The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.<\/p><\/p>Reference: Player's Handbook v.3.5 252<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.\n\nOn escaping or leaving the maze, the subject reappears where it had been when the _maze_ spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.\n\nSpells and abilities that move a creature within a plane, such as _teleport_:spells\/players-handbook-v35--6\/teleport--2461\/ and _dimension door_:spells\/players-handbook-v35--6\/dimension-door--2388\/, do not help a creature escape a _maze_ spell, although a _plane shift_:spells\/players-handbook-v35--6\/plane-shift--2423\/ spell allows it to exit to whatever plane is designated in that spell. Minotaurs:monsters\/monster-manual-v35--5\/minotaur--1\/ are not affected by this spell.","short_description":"You banish the subject into an extradimensional labyrinth of force planes.","material_components":"0","name":"Maze","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 8","full_text":"<div><p><h5>Maze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn&#39;t escape, the maze disappears after 10 minutes, forcing the subject to leave.<\/p>\n\n\t<p>On escaping or leaving the maze, the subject reappears where it had been when the <em>maze<\/em> spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.<\/p>\n\n\t<p>Spells and abilities that move a creature within a plane, such as <a href=\/spells\/players-handbook-v35--6\/teleport--2461\/><em>teleport<\/em><\/a> and <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/><em>dimension door<\/em><\/a>, do not help a creature escape a <em>maze<\/em> spell, although a <a href=\/spells\/players-handbook-v35--6\/plane-shift--2423\/><em>plane shift<\/em><\/a> spell allows it to exit to whatever plane is designated in that spell. <a href=\/monsters\/monster-manual-v35--5\/minotaur--1\/>Minotaurs<\/a> are not affected by this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 252<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"One arrow of acid","area":"","duration":"1 round + 1 round per three levels","saving_throw":"None","spell_resistance":"No","description":"A magical arrow of acid springs from your hand and speeds to its target.\nYou must succeed on a ranged touch attack to hit your target.\nThe arrow deals 2d4 points of acid damage with no splash damage.\nFor every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.\nMaterial Component: Powdered rhubarb leaf and an adder's stomach.\nFocus: A dart.","short_description":"A magical arrow of acid springs from your hand and speeds to its target.","material_components":"0","name":"Melf's Acid Arrow","level":"Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Duskblade 2 \/ Sha'ir 2 \/ Savant 2","full_text":"<div><p><h5>Melf's Acid Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Duskblade 2 \/ Sha'ir 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One arrow of acid<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round + 1 round per three levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A magical arrow of acid springs from your hand and speeds to its target.<br \/>You must succeed on a ranged touch attack to hit your target.<br \/>The arrow deals 2d4 points of acid damage with no splash damage.<br \/>For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.<br \/>Material Component: Powdered rhubarb leaf and an adder&#39;s stomach.<br \/>Focus: A dart.<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 minute","range":"0 ft.","target":"","effect":"Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft.\/level","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create a nonmagical, unattended object of nonliving, vegetable matter--linen clothes, a hemp rope, a wooden ladder, and so forth.\nThe volume of the item created cannot exceed 1 cubic foot per caster level.\nYou must succeed on an appropriate skill check to make a complex item, such as Craft (bowmaking) check to make straight arrow shafts.\nAttempting to use any created object as a material component causes the spell to fail.\nMaterial Component: A tiny piece of matter of the same sort of item you plan to create with minor creation--a bit of twisted hemp to create rope, and so forth.","short_description":"You create a nonmagical, unattended object of nonliving, vegetable matter--linen clothes, a hemp rope...","material_components":"0","name":"Minor Creation","level":"Sorcerer 4 \/ Wizard 4 \/ Adept 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Jester 4 \/ Urban Druid 4 \/ Savant 4 \/ Court Herald 4","full_text":"<div><p><h5>Minor Creation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Adept 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Jester 4 \/ Urban Druid 4 \/ Savant 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a nonmagical, unattended object of nonliving, vegetable matter&#8212;linen clothes, a hemp rope, a wooden ladder, and so forth.<br \/>The volume of the item created cannot exceed 1 cubic foot per caster level.<br \/>You must succeed on an appropriate skill check to make a complex item, such as Craft (bowmaking) check to make straight arrow shafts.<br \/>Attempting to use any created object as a material component causes the spell to fail.<br \/>Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation&#8212;a bit of twisted hemp to create rope, and so forth.<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Phantom watchdog","area":"","duration":"1 hour\/caster level or until discharged, then 1 round\/caster level; see text","saving_throw":"None","spell_resistance":"No","description":"You conjure up a phantom watchdog that is invisible to everyone but yourself.\nIt then guards the area where it was conjured (it does not move).\nThe hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it.\n(Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking).\nThe hound sees invisible and ethereal creatures.\nIt does not react to figments, but it does react to shadow illusions.\nIf an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round.\nThe dog also gets the bonuses appropriate to an invisible creature.\nThe dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn.\nIts bite is the equivalent of a magic weapon for the purpose of damage reduction.\nThe hound cannot be attacked, but it can be dispelled.\nThe spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level.\nIf you are ever more than 100 feet distant from the hound, the spell ends.\nMaterial Component: A tiny silver whistle, a piece of bone, and a thread.","short_description":"You conjure up a phantom watchdog that is invisible to everyone but yourself.","material_components":"0","name":"Mordenkainen's Faithful Hound","level":"Sorcerer 5 \/ Wizard 5 \/ Knight of the Weave 5 \/ Sha'ir 5","full_text":"<div><p><h5>Mordenkainen's Faithful Hound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Knight of the Weave 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Phantom watchdog<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/caster level or until discharged, then 1 round\/caster level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure up a phantom watchdog that is invisible to everyone but yourself.<br \/>It then guards the area where it was conjured (it does not move).<br \/>The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it.<br \/>(Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking).<br \/>The hound sees invisible and ethereal creatures.<br \/>It does not react to figments, but it does react to shadow illusions.<br \/>If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round.<br \/>The dog also gets the bonuses appropriate to an invisible creature.<br \/>The dog is considered ready to bite intruders, so it delivers its first bite on the intruder&#39;s turn.<br \/>Its bite is the equivalent of a magic weapon for the purpose of damage reduction.<br \/>The hound cannot be attacked, but it can be dispelled.<br \/>The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level.<br \/>If you are ever more than 100 feet distant from the hound, the spell ends.<br \/>Material Component: A tiny silver whistle, a piece of bone, and a thread.<\/p><\/p>Reference: Player's Handbook v.3.5 255<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Extradimensional mansion, up to three 10-ft. cubes\/level (S)","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast.\nThe entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high.\nOnly those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter.\nYou may open it again from your own side at will.\nOnce observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond.\nThe atmosphere is clean, fresh, and warm.\nYou can create any floor plan you desire to the limit of the spell's effect.\nThe place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level.\nA staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter.\nThe servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.\nSince the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.\nFocus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).","short_description":"You conjure up an extradimensional dwelling that has a single entrance on the plane from which the sp...","material_components":"0","name":"Mordenkainen's Magnificent Mansion","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7 \/ Urban Druid 7","full_text":"<div><p><h5>Mordenkainen's Magnificent Mansion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Extradimensional mansion, up to three 10-ft. cubes\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast.<br \/>The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high.<br \/>Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter.<br \/>You may open it again from your own side at will.<br \/>Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond.<br \/>The atmosphere is clean, fresh, and warm.<br \/>You can create any floor plan you desire to the limit of the spell&#39;s effect.<br \/>The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level.<br \/>A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter.<br \/>The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.<br \/>Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.<br \/>Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 256<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One mount","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You summon a light horse or a pony (your choice) to serve you as a mount.\nThe steed serves willingly and well.\nThe mount comes with a bit and bridle and a riding saddle.\nMaterial Component: A bit of horse hair.","short_description":"You summon a light horse or a pony (your choice) to serve you as a mount.","material_components":"0","name":"Mount","level":"Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Savant 1","full_text":"<div><p><h5>Mount<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One mount<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr>tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon a light horse or a pony (your choice) to serve you as a mount.<br \/>The steed serves willingly and well.<br \/>The mount comes with a bit and bridle and a riding saddle.<br \/>Material Component: A bit of horse hair.<\/p><\/p>Reference: Player's Handbook v.3.5 256<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature or object of up to 1 cu. ft.\/level touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. For example, if a poison has dealt 3 points of Constitution damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done.\n\nThe creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration--the creature need not make any saves against poison effects applied to it during the length of the spell.\n\nThis spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.\n\nArcane Material Component: A bit of charcoal.","short_description":"You detoxify any sort of venom in the creature or object touched.","material_components":"0","name":"Neutralize Poison","level":"Bard 4 \/ Cleric 4 \/ Druid 3 \/ Paladin 4 \/ Ranger 3 \/ Healer 3 \/ Adept 3 \/ Runescarred Berserker 4 \/ Knight of the Weave 4 \/ Fatemaker 4 \/ Death Delver 4 \/ Nentyar Hunter 2 \/ Urban Druid 3 \/ Court Herald 4","full_text":"<div><p><h5>Neutralize Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4 \/ Druid 3 \/ Paladin 4 \/ Ranger 3 \/ Healer 3 \/ Adept 3 \/ Runescarred Berserker 4 \/ Knight of the Weave 4 \/ Fatemaker 4 \/ Death Delver 4 \/ Nentyar Hunter 2 \/ Urban Druid 3 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don&#39;t go away on their own. For example, if a poison has dealt 3 points of Constitution damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done.<\/p>\n\n\t<p>The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren&#39;t postponed until after the duration&#8212;the creature need not make any saves against poison effects applied to it during the length of the spell.<\/p>\n\n\t<p>This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster&#39;s option.<\/p>\n\n\t<p>Arcane Material Component: A bit of charcoal.<\/p><\/p>Reference: Player's Handbook v.3.5 257<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"Cloud spreads in 20-ft. radius from you, 20 ft. high","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance).  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\n\nA moderate wind (11+ mph), such as from a gust of wind spell:spells\/players-handbook-v35--6\/gust-of-wind--2618\/, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball:spells\/players-handbook-v35--6\/fireball--2612\/, flame strike:spells\/players-handbook-v35--6\/flame-strike--2614\/, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire:spells\/players-handbook-v35--6\/wall-of-fire--2658\/ burns away the fog in the area into which it deals damage. This spell does not function underwater.","short_description":"A misty vapor arises around you.","material_components":"0","name":"Obscuring Mist","level":"Cleric 1 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Ebonmar Infiltrator 1 \/ Slayer of Domiel 1 \/ Beguiler 1 \/ Duskblade 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1 \/ Urban Druid 1 \/ Assassin 1","full_text":"<div><p><h5>Obscuring Mist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Ebonmar Infiltrator 1 \/ Slayer of Domiel 1 \/ Beguiler 1 \/ Duskblade 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1 \/ Urban Druid 1 \/ Assassin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads in 20-ft. radius from you, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance).  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).<\/p>\n\n\t<p>A moderate wind (11+ mph), such as from a <a href=\/spells\/players-handbook-v35--6\/gust-of-wind--2618\/>gust of wind spell<\/a>, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/>fireball<\/a>, <a href=\/spells\/players-handbook-v35--6\/flame-strike--2614\/>flame strike<\/a>, or similar spell burns away the fog in the explosive or fiery spell&#39;s area. A <a href=\/spells\/players-handbook-v35--6\/wall-of-fire--2658\/>wall of fire<\/a> burns away the fog in the area into which it deals damage. This spell does not function underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 258<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"One quasi-real, horselike creature","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You conjure a Large, quasi-real, horselike creature.\nThe steed can be ridden only by you or by the one person for whom you specifically created the mount.\nA phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound.\nIt has what seems to be a saddle, bit, and bridle.\nIt does not fight, but animals shun it and refuse to attack it.\nThe mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level.\nIf it loses all its hit points, the phantom steed disappears.\nA phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet.\nIt can bear its rider's weight plus up to 10 pounds per caster level.\nThese mounts gain certain powers according to caster level.\nA mount's abilities include those of mounts of lower caster levels.\nThus, a mount created by a 12th-level caster has the 8th, 10th, and 12th caster level abilities.\n8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.\n10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).\n12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.\n14th Level: The mount can fly at its speed (average maneuverability).\n\n*Special: When casting _phantom steed_ as a Spider Domain spell, the steed has a vermin shape.*","short_description":"You conjure a Large, quasi-real, horselike creature.","material_components":"0","name":"Phantom Steed","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Knight of the Weave 3 \/ Sha'ir 3 \/ Savant 3 \/ Death Master 3","full_text":"<div><p><h5>Phantom Steed<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Knight of the Weave 3 \/ Sha'ir 3 \/ Savant 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One quasi-real, horselike creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a Large, quasi-real, horselike creature.<br \/>The steed can be ridden only by you or by the one person for whom you specifically created the mount.<br \/>A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound.<br \/>It has what seems to be a saddle, bit, and bridle.<br \/>It does not fight, but animals shun it and refuse to attack it.<br \/>The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level.<br \/>If it loses all its hit points, the phantom steed disappears.<br \/>A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet.<br \/>It can bear its rider&#39;s weight plus up to 10 pounds per caster level.<br \/>These mounts gain certain powers according to caster level.<br \/>A mount&#39;s abilities include those of mounts of lower caster levels.<br \/>Thus, a mount created by a 12th-level caster has the 8th, 10th, and 12th caster level abilities.<br \/>8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.<br \/>10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).<br \/>12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.<br \/>14th Level: The mount can fly at its speed (average maneuverability).<\/p>\n\n\t<p><strong>Special: When casting <em>phantom steed<\/em> as a Spider Domain spell, the steed has a vermin shape.<\/strong><\/p><\/p>Reference: Player's Handbook v.3.5 260<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels","area":"","duration":"One usage per two levels","saving_throw":"None","spell_resistance":"No","description":"This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials.\nThe phase door is invisible and inaccessible to all creatures except you, and only you can use the passage.\nYou disappear when you enter the phase door and appear when you exit.\nIf you desire, you can take one other creature (Medium or smaller) through the door.\nThis counts as two uses of the door.\nThe door does not allow light, sound, or spell effects through it, nor can you see through it without using it.\nThus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease.\nA gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.\nA phase door is subject to dispel magic.\nIf anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.\nYou can allow other creatures to use the phase door by setting some triggering condition for the door.\nSuch conditions can be as simple or elaborate as you desire.\nThey can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities.\nIntangibles such as level, class, Hit Dice, and hit points don't qualify.\nPhase door can be made permanent with a permanency spell.","short_description":"This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materia...","material_components":"0","name":"Phase Door","level":"Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Urban Druid 7","full_text":"<div><p><h5>Phase Door<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One usage per two levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials.<br \/>The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage.<br \/>You disappear when you enter the phase door and appear when you exit.<br \/>If you desire, you can take one other creature (Medium or smaller) through the door.<br \/>This counts as two uses of the door.<br \/>The door does not allow light, sound, or spell effects through it, nor can you see through it without using it.<br \/>Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease.<br \/>A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.<br \/>A phase door is subject to dispel magic.<br \/>If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.<br \/>You can allow other creatures to use the phase door by setting some triggering condition for the door.<br \/>Such conditions can be as simple or elaborate as you desire.<br \/>They can be based on a creature&#39;s name, identity, or alignment, but otherwise must be based on observable actions or qualities.<br \/>Intangibles such as level, class, Hit Dice, and hit points don&#39;t qualify.<br \/>Phase door can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.\n\nXP Cost: 250 XP.","short_description":"This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less,...","material_components":"0","name":"Planar Ally","level":"Cleric 6 \/ Hathran 6","full_text":"<div><p><h5>Planar Ally<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Hathran 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.<\/p>\n\n\t<p>XP Cost: 250 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _lesser planar ally_:spells\/players-handbook-v35--6\/planar-ally-lesser--2419\/, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.\n\nXP Cost: 500 XP.","short_description":"This spell functions like _lesser planar ally_:spells\/players-handbook-v35--6\/planar-ally-lesser--241...","material_components":"0","name":"Planar Ally, Greater","level":"Cleric 8","full_text":"<div><p><h5>Planar Ally, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/planar-ally-lesser--2419\/><em>lesser planar ally<\/em><\/a>, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.<\/p>\n\n\t<p>XP Cost: 500 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called elemental or outsider of 6 HD or less","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).\n\nYou may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the creature called in order to bargain for its services.\n\nThe creature called requires a payment for its services. This payment can take a variety of forms, from  donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be  made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.\n\nA task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD. \n\nA nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, the DM may halve or even waive the payment. For instance, a celestial creature called to battle demons might require a gift of only half the normal value.\n\nAt the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).\n\nNote:When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a lesser planar ally is a fire spell when it calls a fire elemental.\n\nXP Cost: 100 XP.","short_description":"By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) ...","material_components":"0","name":"Planar Ally, Lesser","level":"Cleric 4 \/ Knight of the Chalice 4","full_text":"<div><p><h5>Planar Ally, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Knight of the Chalice 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One called elemental or outsider of 6 HD or less<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity&#39;s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature&#39;s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).<\/p>\n\n\t<p>You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the creature called in order to bargain for its services.<\/p>\n\n\t<p>The creature called requires a payment for its services. This payment can take a variety of forms, from  donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature&#39;s alignment and goals. Regardless, this payment must be  made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.<\/p>\n\n\t<p>A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD. <\/p>\n\n\t<p>A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature&#39;s ethos, the DM may halve or even waive the payment. For instance, a celestial creature called to battle demons might require a gift of only half the normal value.<\/p>\n\n\t<p>At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).<\/p>\n\n\t<p>Note:When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a lesser planar ally is a fire spell when it calls a fire elemental.<\/p>\n\n\t<p>XP Cost: 100 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"","range":"","target":"Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12.\nEach creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.","short_description":"This spell functions like lesser planar binding, except that you may call a single creature of 12 HD ...","material_components":"0","name":"Planar Binding","level":"Sorcerer 6 \/ Wizard 6 \/ Nar Demonbinder 6 \/ Hathran 6 \/ Sha'ir 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Planar Binding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Nar Demonbinder 6 \/ Hathran 6 \/ Sha'ir 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12.<br \/>Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"","range":"","target":"Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18.\nEach creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.","short_description":"This spell functions like lesser planar binding, except that you may call a single creature of 18 HD ...","material_components":"0","name":"Planar Binding, Greater","level":"Sorcerer 8 \/ Wizard 8 \/ Nar Demonbinder 8 \/ Hathran 8 \/ Sha'ir 8","full_text":"<div><p><h5>Planar Binding, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Nar Demonbinder 8 \/ Hathran 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18.<br \/>Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels); see text","target":"One elemental or outsider with 6 HD or less","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"No and Yes; see text","description":"Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range.\nThe called creature is held in the trap until it agrees to perform one service in return for its freedom.\nTo create the trap, you must use a magic circle spell, focused inward.\nThe kind of creature to be bound must be known and stated.\nIf you wish to call a specific individual, you must use that individual's proper name in casting the spell.\nThe target creature is allowed a Will saving throw.\nIf the saving throw succeeds, the creature resists the spell.\nIf the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called).\nThe creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1\/2 your caster level + your Cha modifier).\nIt can try each method once per day.\nIf it breaks loose, it can flee or attack you.\nA dimensional anchor cast on the creature prevents its escape via dimensional travel.\nYou can also employ a calling diagram (see magic circle against evil, page 246) to make the trap more secure.\nIf the creature does not break free of the trap, you can keep it bound for as long as you dare.\nYou can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward.\nYou make a Charisma check opposed by the creature's Charisma check.\nThe DM assigns your check a bonus of +0 to +6 based on the nature of the service and the reward.\nIf the creature wins the opposed check, it refuses service.\nNew offers, bribes, and the like can be made or the old ones reoffered every 24 hours.\nThis process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell.\nImpossible demands or unreasonable commands are never agreed to.\nIf you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.\nOnce the requested service is completed, the creature need only so inform you to be instantly sent back whence it came.\nThe creature might later seek revenge.\nIf you assign some open-ended task that the creature cannot complete though its own actions (such as Wait here or Defend this area against attack), the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free.\nNote that a clever recipient can subvert some instructions.\nWhen you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\nFor example, lesser planar binding is a water spell when you cast it to call a water elemental.","short_description":"Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically ...","material_components":"0","name":"Planar Binding, Lesser","level":"Sorcerer 5 \/ Wizard 5 \/ Nar Demonbinder 4 \/ Hathran 5 \/ Sha'ir 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Planar Binding, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Nar Demonbinder 4 \/ Hathran 5 \/ Sha'ir 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No and Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell&#39;s range.<br \/>The called creature is held in the trap until it agrees to perform one service in return for its freedom.<br \/>To create the trap, you must use a magic circle spell, focused inward.<br \/>The kind of creature to be bound must be known and stated.<br \/>If you wish to call a specific individual, you must use that individual&#39;s proper name in casting the spell.<br \/>The target creature is allowed a Will saving throw.<br \/>If the saving throw succeeds, the creature resists the spell.<br \/>If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called).<br \/>The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1\/2 your caster level + your Cha modifier).<br \/>It can try each method once per day.<br \/>If it breaks loose, it can flee or attack you.<br \/>A dimensional anchor cast on the creature prevents its escape via dimensional travel.<br \/>You can also employ a calling diagram (see magic circle against evil, page 246) to make the trap more secure.<br \/>If the creature does not break free of the trap, you can keep it bound for as long as you dare.<br \/>You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward.<br \/>You make a Charisma check opposed by the creature&#39;s Charisma check.<br \/>The DM assigns your check a bonus of +0 to +6 based on the nature of the service and the reward.<br \/>If the creature wins the opposed check, it refuses service.<br \/>New offers, bribes, and the like can be made or the old ones reoffered every 24 hours.<br \/>This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell.<br \/>Impossible demands or unreasonable commands are never agreed to.<br \/>If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.<br \/>Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came.<br \/>The creature might later seek revenge.<br \/>If you assign some open-ended task that the creature cannot complete though its own actions (such as &quot;Wait here&quot; or &quot;Defend this area against attack&quot;), the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free.<br \/>Note that a clever recipient can subvert some instructions.<br \/>When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<br \/>For example, lesser planar binding is a water spell when you cast it to call a water elemental.<\/p><\/p>Reference: Player's Handbook v.3.5 261<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched, or up to eight willing creatures joining hands","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You move yourself or some other creature to another plane of existence or alternate dimension.\nIf several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time.\nPrecise accuracy as to a particular arrival location on the intended plane is nigh impossible.\nFrom the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.\nNote: Plane shift transports creatures instantaneously and then ends.\nThe creatures need to find other means if they are to travel back.\nFocus: A small, forked metal rod.\nThe size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.\nForked rods keyed to certain planes or dimensions may be difficult to come by, as decided by the DM.","short_description":"You move yourself or some other creature to another plane of existence or alternate dimension.","material_components":"0","name":"Plane Shift","level":"Cleric 5 \/ Sorcerer 7 \/ Wizard 7 \/ Nar Demonbinder 5 \/ Sha'ir 7","full_text":"<div><p><h5>Plane Shift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 7 \/ Wizard 7 \/ Nar Demonbinder 5 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You move yourself or some other creature to another plane of existence or alternate dimension.<br \/>If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time.<br \/>Precise accuracy as to a particular arrival location on the intended plane is nigh impossible.<br \/>From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.<br \/>Note: Plane shift transports creatures instantaneously and then ends.<br \/>The creatures need to find other means if they are to travel back.<br \/>Focus: A small, forked metal rod.<br \/>The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.<br \/>Forked rods keyed to certain planes or dimensions may be difficult to come by, as decided by the DM.<\/p><\/p>Reference: Player's Handbook v.3.5 262<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"You restore life to a deceased creature.\nYou can raise a creature that has been dead for no longer than one day per caster level.\nIn addition, the subject's soul must be free and willing to return (see Bringing Back the Dead, page 171).\nIf the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\nComing back from the dead is an ordeal.\nThe subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature.\nIf the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised).\nThis level\/HD loss or Constitution loss cannot be repaired by any means.\nA character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.\nA spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.\nA raised creature has a number of hit points equal to its current Hit Dice.\nAny ability scores damaged to 0 are raised to 1.\nNormal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.\nWhile the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.\nOtherwise, missing parts are still missing when the creature is brought back to life.\nNone of the dead creature's equipment or possessions are affected in any way by this spell.\nA creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell.\nConstructs, elementals, outsiders, and undead creatures can't be raised.\nThe spell cannot bring back a creature that has died of old age.\nMaterial Component: Diamonds worth a total of least 5,000 gp.","short_description":"You restore life to a deceased creature.","material_components":"0","name":"Raise Dead","level":"Cleric 5 \/ Healer 5 \/ Adept 5 \/ Divine Bard 6","full_text":"<div><p><h5>Raise Dead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Healer 5 \/ Adept 5 \/ Divine Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You restore life to a deceased creature.<br \/>You can raise a creature that has been dead for no longer than one day per caster level.<br \/>In addition, the subject&#39;s soul must be free and willing to return (see Bringing Back the Dead, page 171).<br \/>If the subject&#39;s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.<br \/>Coming back from the dead is an ordeal.<br \/>The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature.<br \/>If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can&#39;t be raised).<br \/>This level\/HD loss or Constitution loss cannot be repaired by any means.<br \/>A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.<br \/>A spellcasting creature that doesn&#39;t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.<br \/>A raised creature has a number of hit points equal to its current Hit Dice.<br \/>Any ability scores damaged to 0 are raised to 1.<br \/>Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.<br \/>While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.<br \/>Otherwise, missing parts are still missing when the creature is brought back to life.<br \/>None of the dead creature&#39;s equipment or possessions are affected in any way by this spell.<br \/>A creature who has been turned into an undead creature or killed by a death effect can&#39;t be raised by this spell.<br \/>Constructs, elementals, outsiders, and undead creatures can&#39;t be raised.<br \/>The spell cannot bring back a creature that has died of old age.<br \/>Material Component: Diamonds worth a total of least 5,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 268<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"None","spell_resistance":"No","description":"You create powerful magic in some specially prepared object--a statuette, a jeweled rod, a gem, or the like.\nThis object contains the power to instantly transport its possessor across any distance within the same plane to your abode.\nOnce the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used.\nTo make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action).\nWhen this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode.\nNo other creatures are affected (aside from a familiar that is touching the subject).\nYou can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken.\nYou will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.\nMaterial Component: The specially prepared object, whose construction requires gems worth 1,500 gp.","short_description":"You create powerful magic in some specially prepared object--a statuette, a jeweled rod, a gem, or th...","material_components":"0","name":"Refuge","level":"Cleric 7 \/ Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9","full_text":"<div><p><h5>Refuge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create powerful magic in some specially prepared object&#8212;a statuette, a jeweled rod, a gem, or the like.<br \/>This object contains the power to instantly transport its possessor across any distance within the same plane to your abode.<br \/>Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used.<br \/>To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action).<br \/>When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character&#39;s heavy load) are instantly transported to your abode.<br \/>No other creatures are affected (aside from a familiar that is touching the subject).<br \/>You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken.<br \/>You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.<br \/>Material Component: The specially prepared object, whose construction requires gems worth 1,500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"3 full rounds","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back.\nAfter the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature.\nIt takes 2d10 rounds otherwise.\nRegenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and\/or fatigue, and eliminates all nonlethal damage the subject has taken.\nIt has no effect on nonliving creatures (including undead).","short_description":"The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of m...","material_components":"0","name":"Regenerate","level":"Cleric 7 \/ Druid 9 \/ Healer 6 \/ Urban Druid 9","full_text":"<div><p><h5>Regenerate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 9 \/ Healer 6 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>3 full rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back.<br \/>After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature.<br \/>It takes 2d10 rounds otherwise.<br \/>Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and\/or fatigue, and eliminates all nonlethal damage the subject has taken.<br \/>It has no effect on nonliving creatures (including undead).<\/p><\/p>Reference: Player's Handbook v.3.5 270<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"Remove blindness\/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature.\nThe spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.\nRemove blindness\/deafness counters and dispels blindness\/deafness.","short_description":"Remove blindness\/deafness cures blindness or deafness (your choice), whether the effect is normal or ...","material_components":"0","name":"Remove Blindness\/deafness","level":"Cleric 3 \/ Paladin 3 \/ Healer 2 \/ Death Delver 3","full_text":"<div><p><h5>Remove Blindness\/deafness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3 \/ Healer 2 \/ Death Delver 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Remove blindness\/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature.<br \/>The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.<br \/>Remove blindness\/deafness counters and dispels blindness\/deafness.<\/p><\/p>Reference: Player's Handbook v.3.5 270<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"Remove disease cures all diseases that the subject is suffering from.\nThe spell also kills parasites, including green slime and others.\nCertain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.\nNote: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same\ndisease at a later date.","short_description":"Remove disease cures all diseases that the subject is suffering from.","material_components":"0","name":"Remove Disease","level":"Cleric 3 \/ Druid 3 \/ Ranger 3 \/ Healer 2 \/ Adept 3 \/ Death Delver 3 \/ Divine Bard 4 \/ Nentyar Hunter 2 \/ Urban Druid 3","full_text":"<div><p><h5>Remove Disease<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Ranger 3 \/ Healer 2 \/ Adept 3 \/ Death Delver 3 \/ Divine Bard 4 \/ Nentyar Hunter 2 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Remove disease cures all diseases that the subject is suffering from.<br \/>The spell also kills parasites, including green slime and others.<br \/>Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.<br \/>Note: Since the spell&#39;s duration is instantaneous, it does not prevent reinfection after a new exposure to the same<br \/>disease at a later date.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to four creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.\n\nThe spell does not restore ability scores reduced by penalties, damage, or drain.","short_description":"You can free one or more creatures from the effects of any temporary paralysis or related magic, incl...","material_components":"0","name":"Remove Paralysis","level":"Cleric 2 \/ Paladin 2 \/ Healer 1 \/ Hunter of the Dead 2 \/ Death Delver 2 \/ Thayan Slaver 2","full_text":"<div><p><h5>Remove Paralysis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2 \/ Healer 1 \/ Hunter of the Dead 2 \/ Death Delver 2 \/ Thayan Slaver 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul&#39;s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.<\/p>\n\n\t<p>The spell does not restore ability scores reduced by penalties, damage, or drain.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. Thus, if a 10th-level character has been struck by a wight and drained to 9th level, restoration brings the character up to exactly the minimum number of experience points necessary to restore him to 10th level (45,000 XP), gaining him an additional Hit Die and level functions accordingly.\n\nRestoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.\n\nRestoration does not restore levels or Constitution points lost due to death.\n\nMaterial Component: Diamond dust worth 100 gp that is sprinkled over the target.","short_description":"This spell functions like lesser restoration, except that it also dispels negative levels and restore...","material_components":"0","name":"Restoration","level":"Cleric 4 \/ Paladin 4 \/ Healer 3 \/ Adept 4 \/ Runescarred Berserker 4 \/ Hunter of the Dead 4 \/ Knight of the Weave 4 \/ Fatemaker 4 \/ Death Delver 4 \/ Divine Bard 5","full_text":"<div><p><h5>Restoration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 4 \/ Healer 3 \/ Adept 4 \/ Runescarred Berserker 4 \/ Hunter of the Dead 4 \/ Knight of the Weave 4 \/ Fatemaker 4 \/ Death Delver 4 \/ Divine Bard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. Thus, if a 10th-level character has been struck by a wight and drained to 9th level, restoration brings the character up to exactly the minimum number of experience points necessary to restore him to 10th level (45,000 XP), gaining him an additional Hit Die and level functions accordingly.<\/p>\n\n\t<p>Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.<\/p>\n\n\t<p>Restoration does not restore levels or Constitution points lost due to death.<\/p>\n\n\t<p>Material Component: Diamond dust worth 100 gp that is sprinkled over the target.<\/p><\/p>Reference: Player's Handbook v.3.5 272<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, XP","casting_time":"10 minutes","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.\n\n_Greater restoration_ also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.\n\nXP Cost: 500 XP.","short_description":"This spell functions like lesser restoration, except that it dispels all negative levels afflicting t...","material_components":"0","name":"Restoration, Greater","level":"Cleric 7 \/ Healer 6","full_text":"<div><p><h5>Restoration, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Healer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.<\/p>\n\n\t<p><em>Greater restoration<\/em> also dispels all magical effects penalizing the creature&#39;s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.<\/p>\n\n\t<p>XP Cost: 500 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 272<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"3 rounds","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Lesser restoration dispels any magical effects reducing one of the subject's ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject's ability scores (such as from a shadow's touch or from poison). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.","short_description":"Lesser restoration dispels any magical effects reducing one of the subject's ability scores (such as ...","material_components":"0","name":"Restoration, Lesser","level":"Cleric 2 \/ Druid 2 \/ Paladin 1 \/ Healer 2 \/ Hunter of the Dead 2 \/ Knight of the Weave 1 \/ Death Delver 1 \/ Death Master 2 \/ Urban Druid 2","full_text":"<div><p><h5>Restoration, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Paladin 1 \/ Healer 2 \/ Hunter of the Dead 2 \/ Knight of the Weave 1 \/ Death Delver 1 \/ Death Master 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Lesser restoration dispels any magical effects reducing one of the subject&#39;s ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject&#39;s ability scores (such as from a shadow&#39;s touch or from poison). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.<\/p><\/p>Reference: Player's Handbook v.3.5 272<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"10 minutes","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.\nThe condition of the remains is not a factor.\nSo long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death.\n(The remains of a creature hit by a disintegrate spell count as a small portion of its body).\nThe creature can have been dead no longer than 10 years per caster level.\nUpon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.\nHowever, the subject loses one level, or 2 points of Constitution if the subject was 1st level.\n(If this reduction would bring its Con to 0 or lower, it can't be resurrected).\nThis level loss or Constitution loss cannot be repaired by any means.\nYou can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.\nYou cannot resurrect someone who has died of old age.\nConstructs, elementals, outsiders, and undead creatures can't be resurrected.\nMaterial Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.","short_description":"This spell functions like raise dead, except that you are able to restore life and complete strength ...","material_components":"0","name":"Resurrection","level":"Cleric 7 \/ Healer 7","full_text":"<div><p><h5>Resurrection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Healer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.<br \/>The condition of the remains is not a factor.<br \/>So long as some small portion of the creature&#39;s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature&#39;s body at the time of death.<br \/>(The remains of a creature hit by a disintegrate spell count as a small portion of its body).<br \/>The creature can have been dead no longer than 10 years per caster level.<br \/>Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.<br \/>However, the subject loses one level, or 2 points of Constitution if the subject was 1st level.<br \/>(If this reduction would bring its Con to 0 or lower, it can&#39;t be resurrected).<br \/>This level loss or Constitution loss cannot be repaired by any means.<br \/>You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.<br \/>You cannot resurrect someone who has died of old age.<br \/>Constructs, elementals, outsiders, and undead creatures can&#39;t be resurrected.<br \/>Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 272<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"One touched book or written work","effect":"","area":"","duration":"Permanent or until discharged; until released or 1d4 days + one day\/level; see text","saving_throw":"Reflex negates","spell_resistance":"No","description":"When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map.\nThe text containing the symbol must be at least twenty-five words long.\nWhen anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.\nSimply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it.\nThe target is entitled to a save to evade the snake's strike.\nIf it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise.\nIf the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.\nWhile trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells.\nIt is preserved in a state of suspended animation, unaware of its surroundings.\nIt can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.\nHowever, a dying subject does not lose hit points or become stable until the spell ends.\nThe hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.\nA dispel magic can remove the sigil.\nAn erase spell destroys the entire page of text.\nSepia snake sigil can be cast in combination with other spells\nthat hide or garble text, such as secret page.\nMaterial Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.","short_description":"When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a boo...","material_components":"0","name":"Sepia Snake Sigil","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Savant 3 \/ Sha'ir 3","full_text":"<div><p><h5>Sepia Snake Sigil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Savant 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent or until discharged; until released or 1d4 days + one day\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map.<br \/>The text containing the symbol must be at least twenty-five words long.<br \/>When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.<br \/>Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it.<br \/>The target is entitled to a save to evade the snake&#39;s strike.<br \/>If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise.<br \/>If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.<br \/>While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells.<br \/>It is preserved in a state of suspended animation, unaware of its surroundings.<br \/>It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.<br \/>However, a dying subject does not lose hit points or become stable until the spell ends.<br \/>The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.<br \/>A dispel magic can remove the sigil.<br \/>An erase spell destroys the entire page of text.<br \/>Sepia snake sigil can be cast in combination with other spells<br \/>that hide or garble text, such as secret page.<br \/>Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.<\/p><\/p>Reference: Player's Handbook v.3.5 276<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text","area":"","duration":"Seven days or seven months (D); see text","saving_throw":"None","spell_resistance":"No","description":"The shambler spell creates 1d4+2 shambling mounds with 11 HD each.\n(See the Monster Manual for details about shambling mounds).\nThe creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.\nThe creatures remain with you for seven days unless you dismiss them.\nIf the shamblers are created only for guard duty, however, the duration of the spell is seven months.\nIn this case, the shamblers can only be ordered to guard a specific site or location.\nShamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.\nThe shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.","short_description":"The shambler spell creates 1d4+2 shambling mounds with 11 HD each.","material_components":"0","name":"Shambler","level":"Druid 9 \/ Blighter 8","full_text":"<div><p><h5>Shambler<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Blighter 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Seven days or seven months (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The shambler spell creates 1d4+2 shambling mounds with 11 HD each.<br \/>(See the Monster Manual for details about shambling mounds).<br \/>The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.<br \/>The creatures remain with you for seven days unless you dismiss them.<br \/>If the shamblers are created only for guard duty, however, the duration of the spell is seven months.<br \/>In this case, the shamblers can only be ordered to guard a specific site or location.<br \/>Shamblers summoned to guard duty cannot move outside the spell&#39;s range, which is measured from the point where each first appeared.<br \/>The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.<\/p><\/p>Reference: Player's Handbook v.3.5 277<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Cylinder (40-ft. radius, 20 ft. high)","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.\nA creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check.\nFailure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).\nThe sleet extinguishes torches and small fires.\nArcane Material Component: A pinch of dust and a few drops of water.","short_description":"Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be ic...","material_components":"0","name":"Sleet Storm","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 3 \/ Warmage 3 \/ Sha'ir 3 \/ Savant 3","full_text":"<div><p><h5>Sleet Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Disciple of Thrym 3 \/ Warmage 3 \/ Sha'ir 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.<br \/>A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check.<br \/>Failure means it can&#39;t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).<br \/>The sleet extinguishes torches and small fires.<br \/>Arcane Material Component: A pinch of dust and a few drops of water.<\/p><\/p>Reference: Player's Handbook v.3.5 280<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"No","description":"This spell functions like _fog cloud_:spells\/players-handbook-v35--6\/fog-cloud--2393\/, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls.\nThe vapors prevent effective ranged weapon attacks (except for magic rays and the like).\nA creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.\nA creature can't take a 5-foot step while in solid fog.\nHowever, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.\nSolid fog can be made permanent with a permanency spell.\nA permanent solid fog dispersed by wind reforms in 10 minutes.\nMaterial Component: A pinch of dried, powdered peas combined with powdered animal hoof.","short_description":"This spell functions like _fog cloud_:spells\/players-handbook-v35--6\/fog-cloud--2393\/, but in additio...","material_components":"0","name":"Solid Fog","level":"Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4","full_text":"<div><p><h5>Solid Fog<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/fog-cloud--2393\/><em>fog cloud<\/em><\/a>, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls.<br \/>The vapors prevent effective ranged weapon attacks (except for magic rays and the like).<br \/>A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.<br \/>A creature can&#39;t take a 5-foot step while in solid fog.<br \/>However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.<br \/>Solid fog can be made permanent with a permanency spell.<br \/>A permanent solid fog dispersed by wind reforms in 10 minutes.<br \/>Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.<\/p><\/p>Reference: Player's Handbook v.3.5 281<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Cloud spreads in 20-ft. radius, 20 ft. high","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates; see text","spell_resistance":"No","description":"Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating.\nLiving creatures in the cloud become nauseated.\nThis condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves.\n(Roll separately for each nauseated character).\nAny creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.\nStinking cloud can be made permanent with a permanency spell.\nA permanent stinking cloud dispersed by wind reforms in 10 minutes.\nMaterial Component: A rotten egg or several skunk cabbage leaves.","short_description":"Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nause...","material_components":"0","name":"Stinking Cloud","level":"Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Blighter 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Jester 3 \/ Urban Druid 3 \/ Death Master 3","full_text":"<div><p><h5>Stinking Cloud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Blighter 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Jester 3 \/ Urban Druid 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating.<br \/>Living creatures in the cloud become nauseated.<br \/>This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves.<br \/>(Roll separately for each nauseated character).<br \/>Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.<br \/>Stinking cloud can be made permanent with a permanency spell.<br \/>A permanent stinking cloud dispersed by wind reforms in 10 minutes.<br \/>Material Component: A rotten egg or several skunk cabbage leaves.<\/p><\/p>Reference: Player's Handbook v.3.5 284<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"360-ft.-radius storm cloud","area":"","duration":"Concentration (maximum 10 rounds) (D)","saving_throw":"See text","spell_resistance":"Yes","description":"This spell creates an enormous black storm cloud.\nLightning and crashing claps of thunder appear within the storm.\nEach creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.\nIf you do not maintain concentration on the spell after casting it, the spell ends.\nIf you continue to concentrate, the spell generates additional effects in each following round, as noted below.\nEach effect occurs during your turn.\n2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).\n3rd Round: You call six bolts of lightning down from the cloud.\nYou decide where the bolts strike.\nNo two bolts may be directed at the same target.\nEach bolt deals 10d6 points of electricity damage.\nA creature struck can attempt a Reflex save for half damage.\n4th Round:Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).\n5th through 10th Rounds: Violent rain and wind gusts reduce visibility.\nThe rain obscures all sight, including darkvision, beyond 5 feet.\nA creature 5 feet away has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\nSpeed is reduced by three-quarters.\nRanged attacks within the area of the storm are impossible.\nSpells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance's save DC + the level of the spell the caster is trying to cast.","short_description":"This spell creates an enormous black storm cloud.","material_components":"0","name":"Storm of Vengeance","level":"Druid 9 \/ Cleric 9 \/ Blighter 9 \/ Urban Druid 9","full_text":"<div><p><h5>Storm of Vengeance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Cleric 9 \/ Blighter 9 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>360-ft.-radius storm cloud<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (maximum 10 rounds) (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an enormous black storm cloud.<br \/>Lightning and crashing claps of thunder appear within the storm.<br \/>Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4&#215;10 minutes.<br \/>If you do not maintain concentration on the spell after casting it, the spell ends.<br \/>If you continue to concentrate, the spell generates additional effects in each following round, as noted below.<br \/>Each effect occurs during your turn.<br \/>2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).<br \/>3rd Round: You call six bolts of lightning down from the cloud.<br \/>You decide where the bolts strike.<br \/>No two bolts may be directed at the same target.<br \/>Each bolt deals 10d6 points of electricity damage.<br \/>A creature struck can attempt a Reflex save for half damage.<br \/>4th Round:Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).<br \/>5th through 10th Rounds: Violent rain and wind gusts reduce visibility.<br \/>The rain obscures all sight, including darkvision, beyond 5 feet.<br \/>A creature 5 feet away has concealment (attacks have a 20% miss chance).<br \/>Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).<br \/>Speed is reduced by three-quarters.<br \/>Ranged attacks within the area of the storm are impossible.<br \/>Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance&#39;s save DC + the level of the spell the caster is trying to cast.<\/p><\/p>Reference: Player's Handbook v.3.5 285<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"0 ft.","target":"","effect":"One summoned handheld musical instrument","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons one handheld musical instrument of your choice.\nThis instrument appears in your hands or at your feet (your choice).\nThe instrument is typical for its type.\nOnly one instrument appears per casting, and it will play only for you.\nYou can't summon an instrument too large to be held in two hands (such as a harp, piano, harpsichord, alphorn, or pipe organ).","short_description":"This spell summons one handheld musical instrument of your choice.","material_components":"0","name":"Summon Instrument","level":"Bard 0","full_text":"<div><p><h5>Summon Instrument<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned handheld musical instrument<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons one handheld musical instrument of your choice.<br \/>This instrument appears in your hands or at your feet (your choice).<br \/>The instrument is typical for its type.<br \/>Only one instrument appears per casting, and it will play only for you.<br \/>You can&#39;t summon an instrument too large to be held in two hands (such as a harp, piano, harpsichord, alphorn, or pipe organ).<\/p><\/p>Reference: Player's Handbook v.3.5 285<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. \n\nThe spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual.\n\nA summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 1ST LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial dog | LG |\n| Celestial owl | LG |\n| Celestial giant fire beetle | NG |\n| Celestial porpoise ^1^ | NG |\n| Celestial badger | CG |\n| Celestial monkey | CG |\n| Fiendish dire rat | LE |\n| Fiendish raven | LE |\n| Fiendish monstrous centipede, Medium | NE |\n| Fiendish monstrous scorpion, Small | NE |\n| Fiendish hawk | CE |\n| Fiendish monstrous spider, Small | CE |\n| Fiendish octopus ^1^ | CE |\n| Fiendish snake, Small viper | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native...","material_components":"0","name":"Summon Monster I","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Knight of the Chalice 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Demonologist 1","full_text":"<div><p><h5>Summon Monster I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Knight of the Chalice 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. <\/p>\n\n\t<p>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual.<\/p>\n\n\t<p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>1ST <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial dog <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial owl <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial giant fire beetle <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial porpoise <sup>1<\/sup> <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial badger <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial monkey <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire rat <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish raven <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous centipede, Medium <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous scorpion, Small <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish hawk <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous spider, Small <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish octopus <sup>1<\/sup> <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish snake, Small viper <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 285<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 2ND LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial giant bee | LG |\n| Celestial giant bombardier beetle | NG |\n| Celestial riding dog | NG |\n| Celestial eagle | CG |\n| Lemure (devil) | LE |\n| Fiendish squid ^1^ | LE |\n| Fiendish wolf | LE |\n| Fiendish monstrous centipede, Large | NE |\n| Fiendish monstrous scorpion, Medium | NE |\n| Fiendish shark, Medium ^1^ | NE |\n| Fiendish monstrous spider, Medium | CE |\n| Fiendish snake, Medium viper | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster II","level":"Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2 \/ Knight of the Chalice 2 \/ Wu Jen 2 \/ Sha'ir 2","full_text":"<div><p><h5>Summon Monster II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2 \/ Knight of the Chalice 2 \/ Wu Jen 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>2ND <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial giant bee <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial giant bombardier beetle <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial riding dog <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial eagle <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lemure (devil) <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish squid <sup>1<\/sup> <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish wolf <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous centipede, Large <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous scorpion, Medium <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish shark, Medium <sup>1<\/sup> <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous spider, Medium <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish snake, Medium viper <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 286<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster III_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster III_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster III_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster III_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 3RD LEVEL\n\n|_. *Monster* |_. *Alignment* |\n| Celestial black bear | LG |\n| Celestial bison | NG |\n| Celestial dire badger | CG |\n| Celestial hippogriff | CG |\n| Elemental, Small (any) | N |\n| Fiendish ape | LE |\n| Fiendish dire weasel | LE |\n| Hell hound | LE |\n| Fiendish snake, constrictor | LE |\n| Fiendish boar | NE |\n| Fiendish dire bat | NE |\n| Fiendish monstrous centipede, Huge | NE |\n| Fiendish crocodile | CE |\n| Dretch (demon) | CE |\n| Fiendish snake, Large viper | CE |\n| Fiendish wolverine | CE |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster III","level":"Bard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Knight of the Chalice 3 \/ Wu Jen 3 \/ Sha'ir 3","full_text":"<div><p><h5>Summon Monster III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3 \/ Knight of the Chalice 3 \/ Wu Jen 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>Special<\/h4>\n\n\t<p>When casting <em>Summon Monster III<\/em> as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.<br \/>When casting <em>Summon Monster III<\/em> as a Arborea Domain spell, only Chaotic Good creatures may be summoned.<br \/>When casting <em>Summon Monster III<\/em> as a Baator Domain spell, only Lawful Evil creatures may be summoned.<br \/>When casting <em>Summon Monster III<\/em> as a Celestia Domain spell, only Lawful Good creatures may be summoned.<\/p>\n\n\t<h4>3RD <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignment<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial black bear <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial bison <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial dire badger <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial hippogriff <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Small (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish ape <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire weasel <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hell hound <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish snake, constrictor <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish boar <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire bat <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous centipede, Huge <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish crocodile <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dretch (demon) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish snake, Large viper <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish wolverine <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 286<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 4TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Archon, lantern | LG |\n| Celestial giant owl | LG |\n| Celestial giant eagle | CG |\n| Celestial lion | CG |\n| Mephit (any) | N |\n| Fiendish dire wolf | LE |\n| Fiendish giant wasp | LE |\n| Fiendish giant praying mantis | NE |\n| Fiendish shark, Large ^1^ | NE |\n| Yeth hound | NE |\n| Fiendish monstrous spider, Large | CE |\n| Fiendish snake, Huge viper | CE |\n| Howler | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster IV","level":"Bard 4 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4 \/ Nar Demonbinder 4 \/ Wu Jen 4 \/ Sha'ir 4","full_text":"<div><p><h5>Summon Monster IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4 \/ Nar Demonbinder 4 \/ Wu Jen 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>4TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Archon, lantern <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial giant owl <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial giant eagle <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial lion <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mephit (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire wolf <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish giant wasp <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish giant praying mantis <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish shark, Large <sup>1<\/sup> <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Yeth hound <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous spider, Large <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish snake, Huge viper <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Howler <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 286<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster V_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster V_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster V_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster V_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 5TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Archon, hound | LG |\n| Celestial brown bear | LG |\n| Celestial giant stag beetle | NG |\n| Celestial sea cat ^1^ | NG |\n| Celestial griffon | CG |\n| Elemental, Medium (any) | N |\n| Achaierai | LE |\n| Devil, bearded | LE |\n| Fiendish deinonychus | LE |\n| Fiendish dire ape | LE |\n| Fiendish dire boar | NE |\n| Fiendish shark, Huge | NE |\n| Fiendish monstrous scorpion, Large | NE |\n| Shadow mastiff | NE |\n| Fiendish dire wolverine | CE |\n| Fiendish giant crocodile | CE |\n| Fiendish tiger | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster V","level":"Bard 5 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Nar Demonbinder 5 \/ Wu Jen 5 \/ Sha'ir 5","full_text":"<div><p><h5>Summon Monster V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Nar Demonbinder 5 \/ Wu Jen 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>Special<\/h4>\n\n\t<p>When casting <em>Summon Monster V<\/em> as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.<br \/>When casting <em>Summon Monster V<\/em> as a Arborea Domain spell, only Chaotic Good creatures may be summoned.<br \/>When casting <em>Summon Monster V<\/em> as a Baator Domain spell, only Lawful Evil creatures may be summoned.<br \/>When casting <em>Summon Monster V<\/em> as a Celestia Domain spell, only Lawful Good creatures may be summoned.<\/p>\n\n\t<h4>5TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Archon, hound <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial brown bear <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial giant stag beetle <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial sea cat <sup>1<\/sup> <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial griffon <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Medium (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Achaierai <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Devil, bearded <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish deinonychus <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire ape <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire boar <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish shark, Huge <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous scorpion, Large <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shadow mastiff <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire wolverine <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish giant crocodile <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish tiger <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 286<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 6TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial polar bear | LG |\n| Celestial orca whale ^1^ | NG |\n| Bralani (eladrin) | CG |\n| Celestial dire lion | CG |\n| Elemental, Large (any) | N |\n| Janni (genie) | N |\n| Chaos beast | CN |\n| Devil, chain | LE |\n| Xill | LE |\n| Fiendish monstrous centipede, Gargantuan | NE |\n| Fiendish rhinoceros | NE |\n| Fiendish elasmosaurus ^1^ | CE |\n| Fiendish monstrous spider, Huge | CE |\n| Fiendish snake, giant constrictor | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster VI","level":"Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Nar Demonbinder 6 \/ Wu Jen 6 \/ Sha'ir 6","full_text":"<div><p><h5>Summon Monster VI<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Nar Demonbinder 6 \/ Wu Jen 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>6TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial polar bear <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial orca whale <sup>1<\/sup> <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bralani (eladrin) <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial dire lion <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Large (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Janni (genie) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Chaos beast <\/td>\n\t\t\t<td> CN <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Devil, chain <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Xill <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous centipede, Gargantuan <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish rhinoceros <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish elasmosaurus <sup>1<\/sup> <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous spider, Huge <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish snake, giant constrictor <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 287<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster VII_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster VII_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster VII_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster VII_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 7TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial elephant | LG |\n| Avoral (guardinal) | NG |\n| Celestial baleen whale ^1^ | NG |\n| Djinni (genie) | CG |\n| Elemental, Huge (any) | N |\n| Invisible stalker | N |\n| Slaad, red | CN |\n| Devil, bone | LE |\n| Fiendish megaraptor | LE |\n| Fiendish monstrous scorpion, Huge | NE |\n| Babau (demon) | CE |\n| Fiendish giant octopus ^1^ | CE |\n| Fiendish girallon | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster VII","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Nar Demonbinder 7 \/ Wu Jen 7 \/ Sha'ir 7","full_text":"<div><p><h5>Summon Monster VII<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Nar Demonbinder 7 \/ Wu Jen 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>Special<\/h4>\n\n\t<p>When casting <em>Summon Monster VII<\/em> as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.<br \/>When casting <em>Summon Monster VII<\/em> as a Arborea Domain spell, only Chaotic Good creatures may be summoned.<br \/>When casting <em>Summon Monster VII<\/em> as a Baator Domain spell, only Lawful Evil creatures may be summoned.<br \/>When casting <em>Summon Monster VII<\/em> as a Celestia Domain spell, only Lawful Good creatures may be summoned.<\/p>\n\n\t<h4>7TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial elephant <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Avoral (guardinal) <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial baleen whale <sup>1<\/sup> <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Djinni (genie) <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Huge (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Invisible stalker <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Slaad, red <\/td>\n\t\t\t<td> CN <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Devil, bone <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish megaraptor <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous scorpion, Huge <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Babau (demon) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish giant octopus <sup>1<\/sup> <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish girallon <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 287<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind fromthe 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 8TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial dire bear | LG |\n| Celestial cachalot whale ^1^ | NG |\n| Celestial triceratops | NG |\n| Lillend | CG |\n| Elemental, greater (any) | N |\n| Slaad, blue | CN |\n| Fiendish giant squid ^1^ | LE |\n| Hellcat | LE |\n| Fiendish monstrous centipede, Colossal | NE |\n| Fiendish dire tiger | CE |\n| Fiendish monstrous spider, Gargantuan | CE |\n| Fiendish tyrannosaurus | CE |\n| Vrock (demon) | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster VIII","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Nar Demonbinder 8 \/ Wu Jen 8 \/ Sha'ir 8","full_text":"<div><p><h5>Summon Monster VIII<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Nar Demonbinder 8 \/ Wu Jen 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind fromthe 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>8TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial dire bear <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial cachalot whale <sup>1<\/sup> <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial triceratops <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lillend <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, greater (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Slaad, blue <\/td>\n\t\t\t<td> CN <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish giant squid <sup>1<\/sup> <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hellcat <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous centipede, Colossal <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire tiger <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous spider, Gargantuan <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish tyrannosaurus <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vrock (demon) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 287<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster IX_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster IX_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster IX_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster IX_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 9TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Couatl | LG |\n| Leonal (guardinal) | NG |\n| Celestial roc | CG |\n| Elemental, elder (any) | N |\n| Slaad, green | CN |\n| Devil, barbed | LE |\n| Fiendish dire shark ^1^ | NE |\n| Fiendish monstrous scorpion, Gargantuan | NE |\n| Night hag | NE |\n| Bebilith (demon) | CE |\n| Fiendish monstrous spider, Colossal | CE |\n| Hezrou (demon) | CE |\n|2. ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon monster I_:spells\/players-handbook-v35--6\/summon-monster-i--2441\/, ...","material_components":"0","name":"Summon Monster IX","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9","full_text":"<div><p><h5>Summon Monster IX<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster I<\/em><\/a>, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.<\/p>\n\n\t<p>Arcane Focus: A tiny bag and a small (not necessarily lit) candle.<\/p>\n\n\t<h4>Special<\/h4>\n\n\t<p>When casting <em>Summon Monster IX<\/em> as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.<br \/>When casting <em>Summon Monster IX<\/em> as a Arborea Domain spell, only Chaotic Good creatures may be summoned.<br \/>When casting <em>Summon Monster IX<\/em> as a Baator Domain spell, only Lawful Evil creatures may be summoned.<br \/>When casting <em>Summon Monster IX<\/em> as a Celestia Domain spell, only Lawful Good creatures may be summoned.<\/p>\n\n\t<h4>9TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Monster<\/strong> <\/th>\n\t\t\t<th><strong>Alignement<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Couatl <\/td>\n\t\t\t<td> LG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Leonal (guardinal) <\/td>\n\t\t\t<td> NG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Celestial roc <\/td>\n\t\t\t<td> CG <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, elder (any) <\/td>\n\t\t\t<td> N <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Slaad, green <\/td>\n\t\t\t<td> CN <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Devil, barbed <\/td>\n\t\t\t<td> LE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish dire shark <sup>1<\/sup> <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous scorpion, Gargantuan <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Night hag <\/td>\n\t\t\t<td> NE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bebilith (demon) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fiendish monstrous spider, Colossal <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hezrou (demon) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 288<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.\n\nA summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a porpoise may only be summoned in an aquatic environment.\n\nThe spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.\n\nh4. 1ST LEVEL\n\n| Dire rat |\n| Eagle (animal) |\n| Monkey (animal) |\n| Octopus ^1^ (animal) |\n| Owl (animal) |\n| Porpoise ^1^ (animal) |\n| Snake, Small viper (animal) |\n| Wolf (animal) |\n| ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell summons a natural creature.","material_components":"0","name":"Summon Nature's Ally I","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Summon Nature's Ally I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.<\/p>\n\n\t<p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a porpoise may only be summoned in an aquatic environment.<\/p>\n\n\t<p>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature&#39;s Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.<\/p>\n\n\t<h4>1ST <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Dire rat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Eagle (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Monkey (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Octopus <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Owl (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Porpoise <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake, Small viper (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wolf (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 288<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.\n\nh4. 2ND LEVEL\n\n| Bear, black (animal) |\n| Crocodile (animal) |\n| Dire badger |\n| Dire bat |\n| Elemental, Small (any) |\n| Hippogriff |\n| Shark, Medium ^1^ (animal) |\n| Snake, Medium viper (animal) |\n| Squid ^1^ (animal) |\n| Wolverine (animal) |\n| ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally II","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Summon Nature's Ally II<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.<\/p>\n\n\t<h4>2ND <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Bear, black (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Crocodile (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire badger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire bat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Small (any) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hippogriff <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shark, Medium <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake, Medium viper (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Squid <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wolverine (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 288<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, _summon nature's ally III_ is an evil and fire spell when you cast it to summon a salamander.\n\nh4. 3RD LEVEL\n\n| Ape (animal) |\n| Dire weasel |\n| Dire wolf |\n| Eagle, giant [NG] |\n| Lion |\n| Owl, giant [NG] |\n| Satyr [CN; without pipes] |\n| Shark, Large ^1^ (animal) |\n| Snake, constrictor (animal) |\n| Snake, Large viper (animal) |\n| Thoqqua |\n| ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally III","level":"Druid 3 \/ Ranger 3","full_text":"<div><p><h5>Summon Nature's Ally III<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, <em>summon nature&#39;s ally III<\/em> is an evil and fire spell when you cast it to summon a salamander.<\/p>\n\n\t<h4>3RD <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Ape (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire weasel <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire wolf <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Eagle, giant [NG] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Owl, giant [NG] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Satyr [CN; without pipes] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shark, Large <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake, constrictor (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake, Large viper (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Thoqqua <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 288<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\n\nh4. 4TH LEVEL\n\n| Arrowhawk, juvenile |\n| Bear, brown (animal) |\n| Crocodile, giant (animal) |\n| Deinonychus (dinosaur) |\n| Dire ape |\n| Dire boar |\n| Dire wolverine |\n| Elemental, Medium (any) |\n| Salamander, flamebrother [NE] |\n| Sea cat ^1^ |\n| Shark, Huge ^1^ (animal) |\n| Snake, Huge viper (animal) |\n| Tiger (animal) |\n| Tojanida, juvenile ^1^ |\n| Unicorn [CG] |\n| Xorn, minor |\n| ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally IV","level":"Druid 4 \/ Ranger 4","full_text":"<div><p><h5>Summon Nature's Ally IV<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<\/p>\n\n\t<h4>4TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Arrowhawk, juvenile <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear, brown (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Crocodile, giant (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Deinonychus (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire ape <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire boar <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire wolverine <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Medium (any) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Salamander, flamebrother [NE] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sea cat <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shark, Huge <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake, Huge viper (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tiger (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tojanida, juvenile <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Unicorn [CG] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Xorn, minor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 288<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\n\nh4. 5TH LEVEL\n\n| Arrowhawk, adult |\n| Bear, polar (animal) |\n| Dire lion |\n| Elasmosaurus ^1^ (dinosaur) |\n| Elemental, Large (any) |\n| Griffon |\n| Janni (genie) |\n| Rhinoceros (animal) |\n| Satyr [CN; with pipes] |\n| Snake, giant constrictor (animal) |\n| Nixie (sprite) |\n| Tojanida, adult ^1^ |\n| Whale, orca ^1^ (animal) |\n| ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally V","level":"Druid 5","full_text":"<div><p><h5>Summon Nature's Ally V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<\/p>\n\n\t<h4>5TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Arrowhawk, adult <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear, polar (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire lion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elasmosaurus <sup>1<\/sup> (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Large (any) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Griffon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Janni (genie) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Rhinoceros (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Satyr [CN; with pipes] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake, giant constrictor (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Nixie (sprite) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tojanida, adult <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Whale, orca <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\n\nh4. 6TH LEVEL\n\n| Dire bear |\n| Elemental, Huge (any) |\n| Elephant (animal) |\n| Girallon |\n| Megaraptor (dinosaur) |\n| Octopus, giant ^1^ (animal) |\n| Pixie ^2^ (sprite) [NG; no special arrows] |\n| Salamander, average [NE] |\n| Whale, baleen ^1^ |\n| Xorn, average |\n| ^1^ may be summoned only into an aquatic or watery environment |\n| ^2^ Can't cast _Otto's irresistible dance_ |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally VI","level":"Druid 6","full_text":"<div><p><h5>Summon Nature's Ally VI<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<\/p>\n\n\t<h4>6TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Dire bear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, Huge (any) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elephant (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Girallon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Megaraptor (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Octopus, giant <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Pixie <sup>2<\/sup> (sprite) [NG; no special arrows] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Salamander, average [NE] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Whale, baleen <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Xorn, average <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>2<\/sup> Can&#39;t cast <em>Otto&#39;s irresistible dance<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\n\nh4. 7TH LEVEL\n\n| Arrowhawk, elder |\n| Dire tiger |\n| Elemental, greater (any) |\n| Djinni (genie) [NG] |\n| Invisible stalker |\n| Pixie ^2^ (sprite) [NG; with sleep arrows] |\n| Squid, giant ^1^ (animal) |\n| Triceratops (dinosaur) |\n| Tyrannosaurus (dinosaur) |\n| Whale, cachalot ^1^ (animal) |\n| Xorn, elder |\n| ^1^ may be summoned only into an aquatic or watery environment |\n| ^2^ Can't cast _Otto's irresistible dance_ |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally VII","level":"Druid 7","full_text":"<div><p><h5>Summon Nature's Ally VII<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<\/p>\n\n\t<h4>7TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Arrowhawk, elder <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire tiger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental, greater (any) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Djinni (genie) [NG] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Invisible stalker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Pixie <sup>2<\/sup> (sprite) [NG; with sleep arrows] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Squid, giant <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Triceratops (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tyrannosaurus (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Whale, cachalot <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Xorn, elder <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>2<\/sup> Can&#39;t cast <em>Otto&#39;s irresistible dance<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\n\nh4. 8TH LEVEL\n\n| Dire shark ^1^ |\n| Roc |\n| Salamander, noble [NE] |\n| Tojanida, elder |\n| ^1^ may be summoned only into an aquatic or watery environment |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally VIII","level":"Druid 8","full_text":"<div><p><h5>Summon Nature's Ally VIII<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<\/p>\n\n\t<h4>8TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Dire shark <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Roc <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Salamander, noble [NE] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tojanida, elder <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>1<\/sup> may be summoned only into an aquatic or watery environment <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.\n\nWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\n\n*Special: When casting _summon nature's ally IX_ as a Gnome Domain spell, only Earth elementals or animals may be summoned.*\n\nh4. 9TH LEVEL\n\n| Elemental, elder |\n| Grig [NG; with fiddle] (sprite) |\n| Pixie ^2^ (sprite) [NG; with sleep and memory loss arrows] |\n| Unicorn, celestial charger |\n| ^2^ Can cast _Otto's irresistible dance_ |","short_description":"This spell functions like _summon nature's ally I_:spells\/players-handbook-v35--6\/summon-natures-ally...","material_components":"0","name":"Summon Nature's Ally IX","level":"Druid 9","full_text":"<div><p><h5>Summon Nature's Ally IX<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/><em>summon nature&#39;s ally I<\/em><\/a>, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.<\/p>\n\n\t<p>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.<\/p>\n\n\t<p><strong>Special: When casting <em>summon nature&#39;s ally IX<\/em> as a Gnome Domain spell, only Earth elementals or animals may be summoned.<\/strong><\/p>\n\n\t<h4>9TH <span class=caps>LEVEL<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Elemental, elder <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Grig [NG; with fiddle] (sprite) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Pixie <sup>2<\/sup> (sprite) [NG; with sleep and memory loss arrows] <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Unicorn, celestial charger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <sup>2<\/sup> Can cast <em>Otto&#39;s irresistible dance<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One swarm of bats, rats, or spiders","area":"","duration":"Concentration + 2 rounds","saving_throw":"None","spell_resistance":"No","description":"You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures). If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.\n\nSee the Monster Manual for details of bat, rat, and spider swarms.\n\n_Arcane Material Component:_ A square of red cloth.","short_description":"You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within ...","material_components":"0","name":"Summon Swarm","level":"Bard 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Urban Druid 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Summon Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Urban Druid 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One swarm of bats, rats, or spiders<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures). If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.<\/p>\n\n\t<p>See the Monster Manual for details of bat, rat, and spider swarms.<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> A square of red cloth.<\/p><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"","casting_time":"","range":"Touch","target":"One touched object of up to 50 lb.\/level and 3 cu. ft.\/level","effect":"","area":"","duration":"","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This spell functions like _teleport_:\/spells\/players-handbook-v35--6\/teleport--2461\/, except that it teleports an object, not you.  Creatures and magical forces (such as a _delayed blast fireball_:\/spells\/players-handbook-v35--6\/delayed-blast-fireball--2603\/ bead) cannot be teleported.\n\nIf desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted _dispel magic_:\/spells\/players-handbook-v35--6\/dispel-magic--2315\/ spell cast on that point brings the vanished item back from the Ethereal Plane.","short_description":"This spell functions like _teleport_:\/spells\/players-handbook-v35--6\/teleport--2461\/, except that it ...","material_components":"0","name":"Teleport Object","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7","full_text":"<div><p><h5>Teleport Object<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/teleport--2461\/><em>teleport<\/em><\/a>, except that it teleports an object, not you.  Creatures and magical forces (such as a <a href=\/spells\/players-handbook-v35--6\/delayed-blast-fireball--2603\/><em>delayed blast fireball<\/em><\/a> bead) cannot be teleported.<\/p>\n\n\t<p>If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>dispel magic<\/em><\/a> spell cast on that point brings the vanished item back from the Ethereal Plane.<\/p><\/p>Reference: Player's Handbook v.3.5 293<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Personal and touch","target":"You and touched objects or other touched willing creatures","effect":"","area":"","duration":"Instantaneous","saving_throw":"None and Will negates (object)","spell_resistance":"No and Yes (object)","description":"This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.\nInterplanar travel is not possible.\nYou can bring along objects as long as their weight doesn't exceed your maximum load.\nYou may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.\nA Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nAs with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.\nOnly objects held or in use (attended) by another person receive saving throws and spell resistance.\nYou must have some clear idea of the location and layout of the destination.\nYou can't simply teleport to the warlord's tent if you don't know where that tent is, what it looks like, or what's in it.\nThe clearer your mental image, the more likely the teleportation works.\nAreas of strong physical or magical energy may make teleportation more hazardous or even impossible.\nTo see how well the teleportation works, roll d% and consult the Teleport table.\nRefer to the following information for definitions of the terms on the table.\nFamiliarity: Very familiar is a place where you have been very often and where you feel at home.\nStudied carefully is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour.\nSeen casually is a place that you have seen more than once but with which you are not very familiar.\nViewed once is a place that you have seen once, possibly using magic.\nFalse destination is a place that does not truly exist, such as if you scryed on a enemy's sanctum but instead viewed a false vision, or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you (for instance, a home that has burned to the ground).\nWhen traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.\nOn Target: You appear where you want to be.\nOff Target: You appear safely a random distance away from the destination in a random direction.\nDistance off target is 1d10x1d10% of the distance that was to be traveled.\nFor example, if you tried to travel 120 miles, landed off target, and rolled 5 and 3 on the two d10s, then you would be 15% off target.\nThat's 18 miles, in this case.\nThe DM determines the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, and so forth.\nIf you were teleporting to a coastal city and would up 18 miles out at sea, you could be in trouble.\nSimilar Area: You wind up in an area that's visually or thematically similar to the target area.\nA wizard heading for her home laboratory might wind up in another wizard's laboratory or in an alchemy supply shop that has many of the same tools and implements as in her laboratory.\nGenerally, you appear in the closest similar place within range.\nIf the DM determines no such area exists within the spell's range, the spell simply fails instead.\nMishap: You and anyone else teleporting with you have gotten scrambled.\nYou each take 1d10 points of damage, and you reroll on the chart to see where you wind up.\nFor these rerolls, roll 1d20+80.\nEach time Mishap comes up, the characters take more damage and must reroll.","short_description":"This spell instantly transports you to a designated destination, which may be as distant as 100 miles...","material_components":"0","name":"Teleport","level":"Sorcerer 5 \/ Wizard 5 \/ Knight of the Weave 6 \/ Wu Jen 5 \/ Sha'ir 5","full_text":"<div><p><h5>Teleport<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Knight of the Weave 6 \/ Wu Jen 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal and touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None and Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No and Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.<br \/>Interplanar travel is not possible.<br \/>You can bring along objects as long as their weight doesn&#39;t exceed your maximum load.<br \/>You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.<br \/>A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br \/>All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.<br \/>As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.<br \/>Only objects held or in use (attended) by another person receive saving throws and spell resistance.<br \/>You must have some clear idea of the location and layout of the destination.<br \/>You can&#39;t simply teleport to the warlord&#39;s tent if you don&#39;t know where that tent is, what it looks like, or what&#39;s in it.<br \/>The clearer your mental image, the more likely the teleportation works.<br \/>Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.<br \/>To see how well the teleportation works, roll d% and consult the Teleport table.<br \/>Refer to the following information for definitions of the terms on the table.<br \/>Familiarity: &quot;Very familiar&quot; is a place where you have been very often and where you feel at home.<br \/>&quot;Studied carefully&quot; is a place you know well, either because you can currently see it, you&#39;ve been there often, or you have used other means (such as scrying) to study the place for at least one hour.<br \/>&quot;Seen casually&quot; is a place that you have seen more than once but with which you are not very familiar.<br \/>&quot;Viewed once&quot; is a place that you have seen once, possibly using magic.<br \/>&quot;False destination&quot; is a place that does not truly exist, such as if you scryed on a enemy&#39;s sanctum but instead viewed a false vision, or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you (for instance, a home that has burned to the ground).<br \/>When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.<br \/>On Target: You appear where you want to be.<br \/>Off Target: You appear safely a random distance away from the destination in a random direction.<br \/>Distance off target is 1d10&#215;1d10% of the distance that was to be traveled.<br \/>For example, if you tried to travel 120 miles, landed off target, and rolled 5 and 3 on the two d10s, then you would be 15% off target.<br \/>That&#39;s 18 miles, in this case.<br \/>The DM determines the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, and so forth.<br \/>If you were teleporting to a coastal city and would up 18 miles out at sea, you could be in trouble.<br \/>Similar Area: You wind up in an area that&#39;s visually or thematically similar to the target area.<br \/>A wizard heading for her home laboratory might wind up in another wizard&#39;s laboratory or in an alchemy supply shop that has many of the same tools and implements as in her laboratory.<br \/>Generally, you appear in the closest similar place within range.<br \/>If the DM determines no such area exists within the spell&#39;s range, the spell simply fails instead.<br \/>Mishap: You and anyone else teleporting with you have gotten &quot;scrambled&quot;.<br \/>You each take 1d10 points of damage, and you reroll on the chart to see where you wind up.<br \/>For these rerolls, roll 1d20+80.<br \/>Each time &quot;Mishap&quot; comes up, the characters take more damage and must reroll.<\/p><\/p>Reference: Player's Handbook v.3.5 292<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like teleport:\/spells\/players-handbook-v35--6\/teleport--2461\/, except that there is no range limit and there is no chance you arrive off target.\nIn addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting (such as a detailed description from someone else or a particularly precise map).\nIf you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.\nInterplanar travel is not possible.","short_description":"This spell functions like teleport:\/spells\/players-handbook-v35--6\/teleport--2461\/, except that there...","material_components":"0","name":"Teleport, Greater","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7","full_text":"<div><p><h5>Teleport, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/teleport--2461\/>teleport<\/a>, except that there is no range limit and there is no chance you arrive off target.<br \/>In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting (such as a detailed description from someone else or a particularly precise map).<br \/>If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.<br \/>Interplanar travel is not possible.<\/p><\/p>Reference: Player's Handbook v.3.5 293<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, M","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"5-ft.-radius circle that teleports those who activate it","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot.\nOnce you designate the destination for the circle, you can't change it.\nThe spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.\nThe circle itself is subtle and nearly impossible to notice.\nIf you intend to keep creatures from activating it accidentally, you need to mark the circle in some way, such as by placing it on a raised platform.\nTeleportation circle can be made permanent with a permanency spell.\nA permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.\nNote:Magic traps such as teleportation circle are hard to detect and disable.\nA rogue (only) can use the Search skill to find the circle and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 34 in the case of teleportation circle.\nMaterial Component: Amber dust to cover the area of the circle (cost 1,000 gp).","short_description":"You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any...","material_components":"0","name":"Teleportation Circle","level":"Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9","full_text":"<div><p><h5>Teleportation Circle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft.-radius circle that teleports those who activate it<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot.<br \/>Once you designate the destination for the circle, you can&#39;t change it.<br \/>The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.<br \/>The circle itself is subtle and nearly impossible to notice.<br \/>If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way, such as by placing it on a raised platform.<br \/>Teleportation circle can be made permanent with a permanency spell.<br \/>A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.<br \/>Note:Magic traps such as teleportation circle are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.<br \/>Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 293<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Unlimited","target":"You and touched objects or other touched willing creatures","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two.\nThe entry plant must be alive.\nThe destination plant need not be familiar to you, but it also must be alive.\nIf you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance (an oak tree one hundred miles due north of here), and the transport via plants spell moves you as close as possible to the desired location.\nIf a particular destination plant is desired (the oak tree outside your druid grove, for instance), but the plant is not living, the spell fails and you are ejected from the entry plant.\nYou can bring along objects as long as their weight doesn't exceed your maximum load.\nYou may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels.\nUse the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nYou can't use this spell to travel through plant creatures such as shambling mounds and treants.\nThe destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.","short_description":"You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind i...","material_components":"0","name":"Transport Via Plants","level":"Druid 6","full_text":"<div><p><h5>Transport Via Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two.<br \/>The entry plant must be alive.<br \/>The destination plant need not be familiar to you, but it also must be alive.<br \/>If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance (&quot;an oak tree one hundred miles due north of here&quot;), and the transport via plants spell moves you as close as possible to the desired location.<br \/>If a particular destination plant is desired (the oak tree outside your druid grove, for instance), but the plant is not living, the spell fails and you are ejected from the entry plant.<br \/>You can bring along objects as long as their weight doesn&#39;t exceed your maximum load.<br \/>You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels.<br \/>Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br \/>All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.<br \/>You can&#39;t use this spell to travel through plant creatures such as shambling mounds and treants.<br \/>The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.<\/p><\/p>Reference: Player's Handbook v.3.5 295<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M, AF","casting_time":"1 standard action or see text","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Permanent; see text","saving_throw":"See text","spell_resistance":"Yes; see text","description":"Trap the soul forces a creature's life force (and its material body) into a gem.\nThe gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform.\nIf the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Material Plane), it can be required to perform a service immediately upon being freed.\nOtherwise, the creature can go free once the gem imprisoning it is broken.\nDepending on the version selected, the spell can be triggered in one of two ways.\nSpell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject.\nThis allows spell resistance (if any) and a Will save to avoid the effect.\nIf the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2.\nIf the save or spell resistance is successful, the gem shatters.\nTrigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap.\nTo use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled.\nA sympathy spell can also be placed on the trigger object.\nAs soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.\nMaterial Component: Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped (for example, it requires a gem of 10,000 gp value to trap a 10 HD creature).\nIf the gem is not valuable enough, it shatters when the entrapment is attempted.\n(While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched.\nRemember that this value can change over time as creatures gain more Hit Dice).\nFocus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.","short_description":"Trap the soul forces a creature's life force (and its material body) into a gem.","material_components":"0","name":"Trap the Soul","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"<div><p><h5>Trap the Soul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action or see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>Trap the soul forces a creature&#39;s life force (and its material body) into a gem.<br \/>The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform.<br \/>If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Material Plane), it can be required to perform a service immediately upon being freed.<br \/>Otherwise, the creature can go free once the gem imprisoning it is broken.<br \/>Depending on the version selected, the spell can be triggered in one of two ways.<br \/>Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject.<br \/>This allows spell resistance (if any) and a Will save to avoid the effect.<br \/>If the creature&#39;s name is spoken as well, any spell resistance is ignored and the save DC increases by 2.<br \/>If the save or spell resistance is successful, the gem shatters.<br \/>Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature&#39;s soul in the trap.<br \/>To use this method, both the creature&#39;s name and the trigger word must be inscribed on the trigger object when the gem is enspelled.<br \/>A sympathy spell can also be placed on the trigger object.<br \/>As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.<br \/>Material Component: Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped (for example, it requires a gem of 10,000 gp value to trap a 10 HD creature).<br \/>If the gem is not valuable enough, it shatters when the entrapment is attempted.<br \/>(While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched.<br \/>Remember that this value can change over time as creatures gain more Hit Dice).<br \/>Focus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.<\/p><\/p>Reference: Player's Handbook v.3.5 295<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until expended; see text","saving_throw":"","spell_resistance":"","description":"You gain the ability to enter trees and move from inside one tree to inside another tree.\nThe first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours.\nBy moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into.\nYou may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.\nYou may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree).\nThe spell lasts until the duration expires or you exit a tree.\nThis means that in a thick oak forest, a 10th-level druid\ncould make ten transports over the course of 10 rounds, traveling as far as 30,000 feet (about 6 miles) in doing so.\nEach transport is a full-round action.\nYou can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends.\nIf the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.","short_description":"You gain the ability to enter trees and move from inside one tree to inside another tree.","material_components":"0","name":"Tree Stride","level":"Druid 5 \/ Ranger 4 \/ Nentyar Hunter 4","full_text":"<div><p><h5>Tree Stride<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Ranger 4 \/ Nentyar Hunter 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until expended; see text<br\/><\/td><\/tr><\/table><p>\t<p>You gain the ability to enter trees and move from inside one tree to inside another tree.<br \/>The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours.<br \/>By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into.<br \/>You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.<br \/>You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree).<br \/>The spell lasts until the duration expires or you exit a tree.<br \/>This means that in a thick oak forest, a 10th-level druid<br \/>could make ten transports over the course of 10 rounds, traveling as far as 30,000 feet (about 6 miles) in doing so.<br \/>Each transport is a full-round action.<br \/>You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends.<br \/>If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.<\/p><\/p>Reference: Player's Handbook v.3.5 296<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless) ","description":"This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level.\nThis spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).\nUpon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.\nYou can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.\nThis spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.\nEven true resurrection can't restore to life a creature who has died of old age.\nMaterial Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.","short_description":"This spell functions like raise dead, except that you can resurrect a creature that has been dead for...","material_components":"0","name":"True Resurrection","level":"Cleric 9 \/ Healer 9","full_text":"<div><p><h5>True Resurrection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Healer 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless) <br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level.<br \/>This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased&#39;s time and place of birth or death is the most common method).<br \/>Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.<br \/>You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.<br \/>This spell can also resurrect elementals or outsiders, but it can&#39;t resurrect constructs or undead creatures.<br \/>Even true resurrection can&#39;t restore to life a creature who has died of old age.<br \/>Material Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 296<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One invisible, mindless, shapeless servant","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.\nIt can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend.\nThe servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range.\nIt can open only normal doors, drawers, lids, and the like.\nIt has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds).\nIt can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices.\nIt can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained.\nIts speed is 15 feet.\nThe servant cannot attack in any way; it is never allowed an attack roll.\nIt cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.\n(It gets no saves against attacks).\nIf you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.\nMaterial Component: A piece of string and a bit of wood.","short_description":"An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your comma...","material_components":"0","name":"Unseen Servant","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1 \/ Court Herald 1","full_text":"<div><p><h5>Unseen Servant<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One invisible, mindless, shapeless servant<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.<br \/>It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend.<br \/>The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range.<br \/>It can open only normal doors, drawers, lids, and the like.<br \/>It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds).<br \/>It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices.<br \/>It can&#39;t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can&#39;t be used untrained.<br \/>Its speed is 15 feet.<br \/>The servant cannot attack in any way; it is never allowed an attack roll.<br \/>It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.<br \/>(It gets no saves against attacks).<br \/>If you attempt to send it beyond the spell&#39;s range (measured from your current position), the servant ceases to exist.<br \/>Material Component: A piece of string and a bit of wood.<\/p><\/p>Reference: Player's Handbook v.3.5 297<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Iron wall whose area is up to one 5-ft. square\/level; see text","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"You cause a flat, vertical iron wall to spring into being.\nThis wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nIt must always be a flat plane, though you can shape its edges to fit the available space.\nA wall of iron is 1 inch thick per four caster levels.\nYou can double the wall's area by halving its thickness.\nEach 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10.\nA section of wall whose hit points drop to 0 is breached.\nIf a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.\nIf you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it.\nThe wall is 50% likely to tip in either direction if left unpushed.\nCreatures can push the wall in one direction rather than letting it fall randomly.\nA creature must make a DC 40 Strength check to push the wall over.\nCreatures with room to flee the falling wall may do so by making successful Reflex saves.\nAny Large or smaller creature that fails takes 10d6 points of damage.\nThe wall cannot crush Huge and larger creatures.\nLike any iron wall, this wall is subject to rust, perforation, and other natural phenomena.\nMaterial Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).","short_description":"You cause a flat, vertical iron wall to spring into being.","material_components":"0","name":"Wall of Iron","level":"Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Wall of Iron<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Iron wall whose area is up to one 5-ft. square\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause a flat, vertical iron wall to spring into being.<br \/>This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.<br \/>The wall cannot be conjured so that it occupies the same space as a creature or another object.<br \/>It must always be a flat plane, though you can shape its edges to fit the available space.<br \/>A wall of iron is 1 inch thick per four caster levels.<br \/>You can double the wall&#39;s area by halving its thickness.<br \/>Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10.<br \/>A section of wall whose hit points drop to 0 is breached.<br \/>If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.<br \/>If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it.<br \/>The wall is 50% likely to tip in either direction if left unpushed.<br \/>Creatures can push the wall in one direction rather than letting it fall randomly.<br \/>A creature must make a DC 40 Strength check to push the wall over.<br \/>Creatures with room to flee the falling wall may do so by making successful Reflex saves.<br \/>Any Large or smaller creature that fails takes 10d6 points of damage.<br \/>The wall cannot crush Huge and larger creatures.<br \/>Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.<br \/>Material Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).<\/p><\/p>Reference: Player's Handbook v.3.5 299<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Stone wall whose area is up to one 5-ft. square\/level (S)","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"This spell creates a wall of rock that merges into adjoining rock surfaces.\nIt is typically employed to close passages, portals, and breaches against opponents.\nA wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level.\nYou can double the wall's area by halving its thickness.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nUnlike a wall of iron, you can create a wall of stone in almost any shape you desire.\nThe wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone.\nIt can be used to bridge a chasm, for instance, or as a ramp.\nFor this use, if the span is more than 20 feet, the wall must be arched and buttressed.\nThis requirement reduces the spell's area by half.\nThus, a 20th-level caster can create span with a surface area of ten 5-foot squares.\nThe wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.\nLike any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping.\nEach 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8.\nA section of wall whose hit points drop to 0 is breached.\nIf a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.\nIt is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures.\nCreatures can avoid entrapment with successful Reflex saves.\nArcane Material Component: A small block of granite.","short_description":"This spell creates a wall of rock that merges into adjoining rock surfaces.","material_components":"0","name":"Wall of Stone","level":"Cleric 5 \/ Druid 6 \/ Sorcerer 5 \/ Wizard 5 \/ Adept 5 \/ Trapsmith 3 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5 \/ Death Master 5","full_text":"<div><p><h5>Wall of Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 6 \/ Sorcerer 5 \/ Wizard 5 \/ Adept 5 \/ Trapsmith 3 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5 \/ Death Master 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Stone wall whose area is up to one 5-ft. square\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a wall of rock that merges into adjoining rock surfaces.<br \/>It is typically employed to close passages, portals, and breaches against opponents.<br \/>A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level.<br \/>You can double the wall&#39;s area by halving its thickness.<br \/>The wall cannot be conjured so that it occupies the same space as a creature or another object.<br \/>Unlike a wall of iron, you can create a wall of stone in almost any shape you desire.<br \/>The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone.<br \/>It can be used to bridge a chasm, for instance, or as a ramp.<br \/>For this use, if the span is more than 20 feet, the wall must be arched and buttressed.<br \/>This requirement reduces the spell&#39;s area by half.<br \/>Thus, a 20th-level caster can create span with a surface area of ten 5-foot squares.<br \/>The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.<br \/>Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping.<br \/>Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8.<br \/>A section of wall whose hit points drop to 0 is breached.<br \/>If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.<br \/>It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures.<br \/>Creatures can avoid entrapment with successful Reflex saves.<br \/>Arcane Material Component: A small block of granite.<\/p><\/p>Reference: Player's Handbook v.3.5 299<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wall of thorny brush, up to one 10-ft. cube\/level (S)","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger.\nAny creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature's AC.\nDexterity and dodge bonuses to AC do not count for this calculation.\n(Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall).\nYou can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level.\nThis has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.\nCreatures can force their way slowly through the wall by making a Strength check as a full-round action.\nFor every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed).\nFor example, a creature that rolled 25 on its Strength check could move 5 feet in a round.\nOf course, moving or attempting to move through the thorns incurs damage as described above.\nA creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.\nAny creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside.\nIn order to escape, it must attempt to push its way free, or it can wait until the spell ends.\nCreatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.\nA wall of thorns can be breached by slow work with edged weapons.\nChopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work.\nNormal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.\nDespite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.","short_description":"A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp t...","material_components":"0","name":"Wall of Thorns","level":"Druid 5 \/ Nentyar Hunter 4","full_text":"<div><p><h5>Wall of Thorns<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Nentyar Hunter 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall of thorny brush, up to one 10-ft. cube\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human&#39;s finger.<br \/>Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature&#39;s AC.<br \/>Dexterity and dodge bonuses to AC do not count for this calculation.<br \/>(Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall).<br \/>You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level.<br \/>This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.<br \/>Creatures can force their way slowly through the wall by making a Strength check as a full-round action.<br \/>For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed).<br \/>For example, a creature that rolled 25 on its Strength check could move 5 feet in a round.<br \/>Of course, moving or attempting to move through the thorns incurs damage as described above.<br \/>A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.<br \/>Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside.<br \/>In order to escape, it must attempt to push its way free, or it can wait until the spell ends.<br \/>Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.<br \/>A wall of thorns can be breached by slow work with edged weapons.<br \/>Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work.<br \/>Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.<br \/>Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.<\/p><\/p>Reference: Player's Handbook v.3.5 300<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Webs in a 20-ft.-radius spread","area":"","duration":"10 min.\/level (D)","saving_throw":"Reflex negates; see text","spell_resistance":"No","description":"Web creates a many-layered mass of strong, sticky strands.\nThese strands trap those caught in them.\nThe strands are similar to spider webs but far larger and tougher.\nThese masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, or the like--or else the web collapses upon itself and disappears.\nCreatures caught within a web become entangled among the gluey fibers.\nAttacking a creature in a web won't cause you to become entangled.\nAnyone in the effect's area when the spell is cast must make a Reflex save.\nIf this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below).\nIf the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check.\nOnce loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly.\nEach round devoted to moving allows the creature to make a new Strength check or Escape Artist check.\nThe creature moves 5 feet for each full 5 points by which the check result exceeds 10.\nIf you have at least 5 feet of web between you and an opponent, it provides cover.\nIf you have at least 20 feet of web between you, it provides total cover (see Cover, page 150).\nThe strands of a web spell are flammable.\nA magic flaming sword can slash them away as easily as a hand brushes away cobwebs.\nAny fire--a torch, burning oil, a flaming sword, and so forth--can set the webs alight and burn away 5 square feet in 1 round.\nAll creatures within flaming webs take 2d4 points of fire damage from the flames.\nWeb can be made permanent with a permanency spell.\nA permanent web that is damaged (but not destroyed) regrows in 10 minutes.\nMaterial Component: A bit of spider web.","short_description":"Web creates a many-layered mass of strong, sticky strands.","material_components":"0","name":"Web","level":"Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Sha'ir 2 \/ Death Master 2","full_text":"<div><p><h5>Web<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Sha'ir 2 \/ Death Master 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Webs in a 20-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Web creates a many-layered mass of strong, sticky strands.<br \/>These strands trap those caught in them.<br \/>The strands are similar to spider webs but far larger and tougher.<br \/>These masses must be anchored to two or more solid and diametrically opposed points&#8212;floor and ceiling, opposite walls, or the like&#8212;or else the web collapses upon itself and disappears.<br \/>Creatures caught within a web become entangled among the gluey fibers.<br \/>Attacking a creature in a web won&#39;t cause you to become entangled.<br \/>Anyone in the effect&#39;s area when the spell is cast must make a Reflex save.<br \/>If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below).<br \/>If the save fails, the creature is entangled and can&#39;t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check.<br \/>Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly.<br \/>Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check.<br \/>The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br \/>If you have at least 5 feet of web between you and an opponent, it provides cover.<br \/>If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150).<br \/>The strands of a web spell are flammable.<br \/>A magic flaming sword can slash them away as easily as a hand brushes away cobwebs.<br \/>Any fire&#8212;a torch, burning oil, a flaming sword, and so forth&#8212;can set the webs alight and burn away 5 square feet in 1 round.<br \/>All creatures within flaming webs take 2d4 points of fire damage from the flames.<br \/>Web can be made permanent with a permanency spell.<br \/>A permanent web that is damaged (but not destroyed) regrows in 10 minutes.<br \/>Material Component: A bit of spider web.<\/p><\/p>Reference: Player's Handbook v.3.5 301<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Unlimited","target":"You and touched objects or other willing creatures","effect":"","area":"","duration":"Instantaneous","saving_throw":"None or Will negates (harmless, object)","spell_resistance":"No or Yes (harmless, object)","description":"Word of recall teleports you instantly back to your sanctuary when the word is uttered.\nYou must designate the sanctuary when you prepare the spell, and it must be a very familiar place.\nThe actual point of arrival is a designated area no larger than 10 feet by 10 feet.\nYou can be transported any distance within a plane but cannot travel between planes.\nYou can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load.\nYou may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels.\nA Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nExceeding this limit causes the spell to fail.\nAn unwilling creature can't be teleported by word of recall.\nLikewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported.\nUnattended, nonmagical objects receive no saving throw.","short_description":"Word of recall teleports you instantly back to your sanctuary when the word is uttered.","material_components":"0","name":"Word of Recall","level":"Cleric 6 \/ Druid 8 \/ Death Master 6 \/ Urban Druid 8","full_text":"<div><p><h5>Word of Recall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 8 \/ Death Master 6 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>Word of recall teleports you instantly back to your sanctuary when the word is uttered.<br \/>You must designate the sanctuary when you prepare the spell, and it must be a very familiar place.<br \/>The actual point of arrival is a designated area no larger than 10 feet by 10 feet.<br \/>You can be transported any distance within a plane but cannot travel between planes.<br \/>You can transport, in addition to yourself, any objects you carry, as long as their weight doesn&#39;t exceed your maximum load.<br \/>You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels.<br \/>A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br \/>All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.<br \/>Exceeding this limit causes the spell to fail.<br \/>An unwilling creature can&#39;t be teleported by word of recall.<br \/>Likewise, a creature&#39;s Will save (or spell resistance) prevents items in its possession from being teleported.<br \/>Unattended, nonmagical objects receive no saving throw.<\/p><\/p>Reference: Player's Handbook v.3.5 303<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One object or creature per caster level","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None or Will negates; see text","spell_resistance":"No","description":"You discern all spells and magical properties present in a number of creatures or objects.  Each round, you may examine a single creature or object that you can see as a free action.  In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges).  In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.\n\nAn attended object may attempt a Will save to resist this effect if its holder so desires.  If the save succeeds, you learn nothing about the object except what you can discern by looking at it.  An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.\n\n_Analyze dweomer_ does not function when used on an artifact (see the _Dungeon Master's Guide_ for details on artifacts).\n\n_Focus:_ A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.","short_description":"You discern all spells and magical properties present in a number of creatures or objects.","material_components":"0","name":"Analyze Dweomer","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Court Herald 6","full_text":"<div><p><h5>Analyze Dweomer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You discern all spells and magical properties present in a number of creatures or objects.  Each round, you may examine a single creature or object that you can see as a free action.  In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges).  In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.<\/p>\n\n\t<p>An attended object may attempt a Will save to resist this effect if its holder so desires.  If the save succeeds, you learn nothing about the object except what you can discern by looking at it.  An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.<\/p>\n\n\t<p><em>Analyze dweomer<\/em> does not function when used on an artifact (see the <em>Dungeon Master&#39;s Guide<\/em> for details on artifacts).<\/p>\n\n\t<p><em>Focus:<\/em> A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 197<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S, M","casting_time":"10 minutes","range":"Unlimited","target":"","effect":"Magical sensor","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create an invisible magical sensor that sends you visual information.\nYou can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance.\nAn arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead.\nIt sees exactly as you would see if you were there.\nThe eye can travel in any direction as long as the spell lasts.\nSolid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.\nThe eye can't enter another plane of existence, even through a gate or similar magical portal.\nYou must concentrate to use an arcane eye.\nIf you do not concentrate, the eye is inert until you again concentrate.\nMaterial Component: A bit of bat fur.","short_description":"You create an invisible magical sensor that sends you visual information.","material_components":"0","name":"Arcane Eye","level":"Sorcerer 4 \/ Wizard 4 \/ Hoardstealer 4 \/ Trapsmith 2 \/ Ebonmar Infiltrator 4 \/ Sha'ir 4 \/ Death Master 4 \/ Savant 4 \/ Court Herald 4","full_text":"<div><p><h5>Arcane Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination (Scrying)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Hoardstealer 4 \/ Trapsmith 2 \/ Ebonmar Infiltrator 4 \/ Sha'ir 4 \/ Death Master 4 \/ Savant 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create an invisible magical sensor that sends you visual information.<br \/>You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance.<br \/>An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead.<br \/>It sees exactly as you would see if you were there.<br \/>The eye can travel in any direction as long as the spell lasts.<br \/>Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.<br \/>The eye can&#39;t enter another plane of existence, even through a gate or similar magical portal.<br \/>You must concentrate to use an arcane eye.<br \/>If you do not concentrate, the eye is inert until you again concentrate.<br \/>Material Component: A bit of bat fur.<\/p><\/p>Reference: Player's Handbook v.3.5 200<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.\nThe effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.\nYou know the location and power of all magical auras within your sight.\nAn aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell (page 219).\nIf the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each.\n(Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect).\nIf you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.\nIn some cases, arcane sight may give a deceptively low reading--for example, when you use it on a spellcaster who has used up most of his or her daily spell allotment.\nArcane sight can be made permanent with a permanency spell.","short_description":"This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.","material_components":"0","name":"Arcane Sight","level":"Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Ebonmar Infiltrator 3 \/ Knight of the Weave 3 \/ Beguiler 3 \/ Death Master 3 \/ Savant 3 \/ Sha'ir 3 \/ Court Herald 3","full_text":"<div><p><h5>Arcane Sight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Ebonmar Infiltrator 3 \/ Knight of the Weave 3 \/ Beguiler 3 \/ Death Master 3 \/ Savant 3 \/ Sha'ir 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.<br \/>The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.<br \/>You know the location and power of all magical auras within your sight.<br \/>An aura&#39;s power depends on a spell&#39;s functioning level or an item&#39;s caster level, as noted in the description of the detect magic spell (page 219).<br \/>If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each.<br \/>(Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect).<br \/>If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.<br \/>In some cases, arcane sight may give a deceptively low reading&#8212;for example, when you use it on a spellcaster who has used up most of his or her daily spell allotment.<br \/>Arcane sight can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 201<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.\nGreater arcane sight doesn't let you identify magic items.\nUnlike arcane sight, this spell cannot be made permanent with a permanency spell.","short_description":"This spell functions like arcane sight, except that you automatically know which spells or magical ef...","material_components":"0","name":"Arcane Sight, Greater","level":"Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Death Master 7","full_text":"<div><p><h5>Arcane Sight, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.<br \/>Greater arcane sight doesn&#39;t let you identify magic items.<br \/>Unlike arcane sight, this spell cannot be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 201<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M, AF","casting_time":"1 minute","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"An _augury_ can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird seal that closes a portal, an _augury_ might determine whether that act is a good idea.\n\nThe base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly. The DM may determine that a question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the _augury_ succeeds, you get one of four results:\n\n* Weal (if the action will probably bring good results).\n* Woe (for bad results).\n* Weal and woe (for both).\n* Nothing (for actions that don't have especially good or bad results).\n\nIf the spell fails, you get the nothing result. A cleric who gets the nothing result has no way to tell whether it was the consequence of a failed or successful _augury_.\n\nThe _augury_ can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.\n\n_Material Component:_ Incense worth at least 25 gp.\n\n_Focus:_ A set of marked sticks, bones, or similar tokens of at least 25 gp value.","short_description":"An _augury_ can tell you whether a particular action will bring good or bad results for you in the im...","material_components":"0","name":"Augury","level":"Cleric 2 \/ Savant 2","full_text":"<div><p><h5>Augury<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>An <em>augury<\/em> can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird seal that closes a portal, an <em>augury<\/em> might determine whether that act is a good idea.<\/p>\n\n\t<p>The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly. The DM may determine that a question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the <em>augury<\/em> succeeds, you get one of four results:<\/p>\n\n\t<ul>\n\t\t<li>Weal (if the action will probably bring good results).<\/li>\n\t\t<li>Woe (for bad results).<\/li>\n\t\t<li>Weal and woe (for both).<\/li>\n\t\t<li>Nothing (for actions that don&#39;t have especially good or bad results).<\/li>\n\t<\/ul>\n\n\t<p>If the spell fails, you get the &quot;nothing&quot; result. A cleric who gets the &quot;nothing&quot; result has no way to tell whether it was the consequence of a failed or successful <em>augury<\/em>.<\/p>\n\n\t<p>The <em>augury<\/em> can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.<\/p>\n\n\t<p><em>Material Component:<\/em> Incense worth at least 25 gp.<\/p>\n\n\t<p><em>Focus:<\/em> A set of marked sticks, bones, or similar tokens of at least 25 gp value.<\/p><\/p>Reference: Player's Handbook v.3.5 202<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S, AF","casting_time":"10 minutes","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Magical sensor","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"_Clairaudience\/clairvoyance_ creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying:spells\/sub-schools\/scrying\/ spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. _Clairaudience\/clairvoyance_ functions only on the plane of existence you are currently occupying.\n\n_Arcane Focus:_ A small horn (for hearing) or a glass eye (for seeing).","short_description":"_Clairaudience\/clairvoyance_ creates an invisible magical sensor at a specific location that enables ...","material_components":"0","name":"Clairaudience\/clairvoyance","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Ebonmar Infiltrator 4 \/ Vigilante 3 \/ Beguiler 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3","full_text":"<div><p><h5>Clairaudience\/clairvoyance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination (Scrying)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Trapsmith 1 \/ Ebonmar Infiltrator 4 \/ Vigilante 3 \/ Beguiler 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p><em>Clairaudience\/clairvoyance<\/em> creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don&#39;t need line of sight or line of effect, but the locale must be known&#8212;a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the sensor doesn&#39;t move, but you can rotate it in all directions to view the area as desired. Unlike other <a href=\/spells\/sub-schools\/scrying\/>scrying<\/a> spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell&#39;s effect. <em>Clairaudience\/clairvoyance<\/em> functions only on the plane of existence you are currently occupying.<\/p>\n\n\t<p><em>Arcane Focus:<\/em> A small horn (for hearing) or a glass eye (for seeing).<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You become one with nature, attaining knowledge of the surrounding territory.\nYou instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of\npowerful unnatural creatures, or even the general state of the natural setting.\nFor example, you could determine the location of any powerful undead creatures, the location of all major sources of safe drinking water, and the location of any buildings (which register as blind spots).\nIn outdoor settings, the spell operates in a radius of 1 mile per caster level.\nIn natural underground settings--caves, caverns, and the like--the radius is limited to 100 feet per caster level.\nThe spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.","short_description":"You become one with nature, attaining knowledge of the surrounding territory.","material_components":"0","name":"Commune With Nature","level":"Druid 5 \/ Ranger 4 \/ Nentyar Hunter 4","full_text":"<div><p><h5>Commune With Nature<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Ranger 4 \/ Nentyar Hunter 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You become one with nature, attaining knowledge of the surrounding territory.<br \/>You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of<br \/>powerful unnatural creatures, or even the general state of the natural setting.<br \/>For example, you could determine the location of any powerful undead creatures, the location of all major sources of safe drinking water, and the location of any buildings (which register as blind spots).<br \/>In outdoor settings, the spell operates in a radius of 1 mile per caster level.<br \/>In natural underground settings&#8212;caves, caverns, and the like&#8212;the radius is limited to 100 feet per caster level.<br \/>The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.<\/p><\/p>Reference: Player's Handbook v.3.5 211<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M, XP","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no.\n(A cleric of no particular deity contacts a philosophically allied deity).\nYou are allowed one such question per caster level.\nThe answers given are correct within the limits of the entity's knowledge.\nUnclear is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient.\nIn cases where a one-word answer would be misleading or contrary to the deity's interests, the DM should give a short phrase (five words or less) as an answer instead.\nThe spell, at best, provides information to aid character decisions.\nThe entities contacted structure their answers to further their own purposes.\nIf you lag, discuss the answers, or go off to do anything else, the spell ends.\nMaterial Component:Holy (or unholy) water and incense.\nXP Cost: 100 XP.","short_description":"You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or ...","material_components":"0","name":"Commune","level":"Cleric 5 \/ Adept 5 \/ Divine Bard 6","full_text":"<div><p><h5>Commune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Adept 5 \/ Divine Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You contact your deity&#8212;or agents thereof&#8212;and ask questions that can be answered by a simple yes or no.<br \/>(A cleric of no particular deity contacts a philosophically allied deity).<br \/>You are allowed one such question per caster level.<br \/>The answers given are correct within the limits of the entity&#39;s knowledge.<br \/>&quot;Unclear&quot; is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient.<br \/>In cases where a one-word answer would be misleading or contrary to the deity&#39;s interests, the DM should give a short phrase (five words or less) as an answer instead.<br \/>The spell, at best, provides information to aid character decisions.<br \/>The entities contacted structure their answers to further their own purposes.<br \/>If you lag, discuss the answers, or go off to do anything else, the spell ends.<br \/>Material Component:Holy (or unholy) water and incense.<br \/>XP Cost: 100 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 211<\/div>","reference":"User"},{"school":"Divination","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 can understand the spoken words of creatures or read otherwise incomprehensible written messages.\nIn either case, you must touch the creature or the writing.\nThe ability to read does not necessarily impart insight into the material, merely its literal meaning.\nThe spell enables you to understand or read an unknown language, not speak or write it.\nWritten material can be read at the rate of one page (250 words) per minute.\nMagical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps.\nThis spell can be foiled by certain warding magic (such as the secret page and illusory script spells).\nIt does not decipher codes or reveal messages concealed in otherwise normal text.\nComprehend languages can be made permanent with a permanency spell.\nArcane Material Component: A pinch of soot and a few grains of salt.","short_description":"You can understand the spoken words of creatures or read otherwise incomprehensible written messages....","material_components":"0","name":"Comprehend Languages","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Knight of the Weave 1 \/ Vigilante 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Savant 1 \/ Death Master 1 \/ Urban Druid 1 \/ Court Herald 1","full_text":"<div><p><h5>Comprehend Languages<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Knight of the Weave 1 \/ Vigilante 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Savant 1 \/ Death Master 1 \/ Urban Druid 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You can understand the spoken words of creatures or read otherwise incomprehensible written messages.<br \/>In either case, you must touch the creature or the writing.<br \/>The ability to read does not necessarily impart insight into the material, merely its literal meaning.<br \/>The spell enables you to understand or read an unknown language, not speak or write it.<br \/>Written material can be read at the rate of one page (250 words) per minute.<br \/>Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps.<br \/>This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).<br \/>It does not decipher codes or reveal messages concealed in otherwise normal text.<br \/>Comprehend languages can be made permanent with a permanency spell.<br \/>Arcane Material Component: A pinch of soot and a few grains of salt.<\/p><\/p>Reference: Player's Handbook v.3.5 212<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"Concentration","saving_throw":"","spell_resistance":"","description":"You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there.\n(See the accompanying table for possible consequences and results of the attempt).\nThe powers reply in a language you understand, but they resent such contact and give only brief answers to your questions.\n(The DM answers all questions with yes, no, maybe, never, irrelevant, or some other one-word answer).\nYou must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round.\nA question is answered by the power during the same\nround.\nFor every two caster levels, you may ask one question.\nContact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.\nOnce the Outer Planes are reached, the power of the deity contacted determines the effects.\n(Random results obtained from the table are subject to DM changes, the personalities of individual deities, and so on).\nOn rare occasions, this divination may be blocked by an act of certain deities or forces.","short_description":"You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) i...","material_components":"0","name":"Contact Other Plane","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5","full_text":"<div><p><h5>Contact Other Plane<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><\/table><p>\t<p>You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there.<br \/>(See the accompanying table for possible consequences and results of the attempt).<br \/>The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions.<br \/>(The DM answers all questions with &quot;yes&quot;, &quot;no&quot;, &quot;maybe&quot;, &quot;never&quot;, &quot;irrelevant&quot;, or some other one-word answer).<br \/>You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round.<br \/>A question is answered by the power during the same<br \/>round.<br \/>For every two caster levels, you may ask one question.<br \/>Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.<br \/>Once the Outer Planes are reached, the power of the deity contacted determines the effects.<br \/>(Random results obtained from the table are subject to DM changes, the personalities of individual deities, and so on).<br \/>On rare occasions, this divination may be blocked by an act of certain deities or forces.<\/p><\/p>Reference: Player's Handbook v.3.5 212<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.\nYou must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round.\nThe amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.\n1st Round: Presence or absence of that kind of animal or plant in the area.\n2nd Round:Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.\n3rd Round: The condition (see below) and location of each individual present.\nIf an animal or plant is outside your line of sight, then you discern its direction but not its exact location.\nConditions: For purposes of this spell, the categories of condition are as follows:Normal: Has at least 90% of full normal hit points, free of disease.\nFair: 30% to 90% of full normal hit points remaining.\nPoor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.\nWeak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.\nIf a creature falls into more than one category, the spell indicates the weaker of the two.\nEach round you can turn to detect a kind of animal or plant 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.\nThe DM decides if a specific kind of animal or plant is present.","short_description":"You can detect a particular kind of animal or plant in a cone emanating out from you in whatever dire...","material_components":"0","name":"Detect Animals Or Plants","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Detect Animals Or Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.<br \/>You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round.<br \/>The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.<br \/>1st Round: Presence or absence of that kind of animal or plant in the area.<br \/>2nd Round:Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.<br \/>3rd Round: The condition (see below) and location of each individual present.<br \/>If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.<br \/>Conditions: For purposes of this spell, the categories of condition are as follows:Normal: Has at least 90% of full normal hit points, free of disease.<br \/>Fair: 30% to 90% of full normal hit points remaining.<br \/>Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.<br \/>Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.<br \/>If a creature falls into more than one category, the spell indicates the weaker of the two.<br \/>Each round you can turn to detect a kind of animal or plant in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<br \/>The DM decides if a specific kind of animal or plant is present.<\/p><\/p>Reference: Player's Handbook v.3.5 218<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/ level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _detect evil_:\/spells\/players-handbook-v35--6\/detect-evil--2486\/, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.","short_description":"This spell functions like _detect evil_:\/spells\/players-handbook-v35--6\/detect-evil--2486\/, except th...","material_components":"0","name":"Detect Chaos","level":"Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Knight of the Chalice 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1","full_text":"<div><p><h5>Detect Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Knight of the Chalice 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/ level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.<\/p><\/p>Reference: Player's Handbook v.3.5 218<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round:_ Presence or absence of evil.\n\n_2nd Round:_ Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.\n\n_3rd Round:_ The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. \n\n_Aura Power:_ An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. \n\nFor example, as indicated on the table, an evil outsider with 12 HD has an overwhelming aura of evil. A good cleric who casts this spell and directs it at the location of such a creature for longer than 1  round loses the spell and is stunned for 1 round if his character level is 6th or lower.\n\n|_. |_4=. Aura Power |\n|_=. Creature\/Object |_=. Faint |_=. Moderate |_=. Strong |_=. Overwhelming |\n| Evil creature ^1^ (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |\n| Undead (HD) | 2 or lower | 3-8 | 9-20 | 21 or higher |\n| Evil outsider (HD) | 1 or lower | 2-4 | 5-10 | 11 or higher |\n| Cleric of an evil deity ^2^ (class levels) | 1 | 2-4 | 5-10 | 11 or higher |\n| Evil magic ittem or spell (caster level) |2nd or lower | 3rd-8th | 9th-20th | 21st or higher |\n|5. ^1^ Except for undead and evil outsiders, who have their own entries on the table. |\n|5. ^2^ Some Characters who are not clerics may radiate an aura of an equivalent power. The class description will indicate whether this applies. |\n\n_Lingering Aura:_ An evil aura lingers after its original source dissipates (in the case of a spell) or is  destroyed (in the case of a creature or magic item). If _detect evil_ is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. \n\n|_. Original Strength |_. Duration of Lingering Aura |\n| Faint | 1d6 rounds |\n|Moderate | 1d6 minutes |\n| Strong | 1d6 x 10 minutes |\n| Overwhelming | 1d6 days |\n\nEach round, you can turn to detect evil 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.\n\n","short_description":"You can sense the presence of evil.","material_components":"0","name":"Detect Evil","level":"Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Knight of the Chalice 1 \/ Divine Bard 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1","full_text":"<div><p><h5>Detect Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Knight of the Chalice 1 \/ Divine Bard 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.<\/p>\n\n\t<p><em>1st Round:<\/em> Presence or absence of evil.<\/p>\n\n\t<p><em>2nd Round:<\/em> Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura&#39;s power is overwhelming (see below), and the HD or level of the aura&#39;s source is at least twice your character level, you are stunned for 1 round and the spell ends.<\/p>\n\n\t<p><em>3rd Round:<\/em> The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. <\/p>\n\n\t<p><em>Aura Power:<\/em> An evil aura&#39;s power depends on the type of evil creature or object that you&#39;re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. <\/p>\n\n\t<p>For example, as indicated on the table, an evil outsider with 12 HD has an overwhelming aura of evil. A good cleric who casts this spell and directs it at the location of such a creature for longer than 1  round loses the spell and is stunned for 1 round if his character level is 6th or lower.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Aura Power <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th style=text-align:center;>Creature\/Object <\/th>\n\t\t\t<th style=text-align:center;>Faint <\/th>\n\t\t\t<th style=text-align:center;>Moderate <\/th>\n\t\t\t<th style=text-align:center;>Strong <\/th>\n\t\t\t<th style=text-align:center;>Overwhelming <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Evil creature <sup>1<\/sup> (HD) <\/td>\n\t\t\t<td> 10 or lower <\/td>\n\t\t\t<td> 11-25 <\/td>\n\t\t\t<td> 26-50 <\/td>\n\t\t\t<td> 51 or higher <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Undead (HD) <\/td>\n\t\t\t<td> 2 or lower <\/td>\n\t\t\t<td> 3-8 <\/td>\n\t\t\t<td> 9-20 <\/td>\n\t\t\t<td> 21 or higher <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Evil outsider (HD) <\/td>\n\t\t\t<td> 1 or lower <\/td>\n\t\t\t<td> 2-4 <\/td>\n\t\t\t<td> 5-10 <\/td>\n\t\t\t<td> 11 or higher <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cleric of an evil deity <sup>2<\/sup> (class levels) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 2-4 <\/td>\n\t\t\t<td> 5-10 <\/td>\n\t\t\t<td> 11 or higher <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Evil magic ittem or spell (caster level) <\/td>\n\t\t\t<td>2nd or lower <\/td>\n\t\t\t<td> 3rd-8th <\/td>\n\t\t\t<td> 9th-20th <\/td>\n\t\t\t<td> 21st or higher <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=5><sup>1<\/sup> Except for undead and evil outsiders, who have their own entries on the table. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=5><sup>2<\/sup> Some Characters who are not clerics may radiate an aura of an equivalent power. The class description will indicate whether this applies. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Lingering Aura:<\/em> An evil aura lingers after its original source dissipates (in the case of a spell) or is  destroyed (in the case of a creature or magic item). If <em>detect evil<\/em> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Original Strength <\/th>\n\t\t\t<th>Duration of Lingering Aura <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Faint <\/td>\n\t\t\t<td> 1d6 rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Moderate <\/td>\n\t\t\t<td> 1d6 minutes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Strong <\/td>\n\t\t\t<td> 1d6 &#215; 10 minutes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Overwhelming <\/td>\n\t\t\t<td> 1d6 days <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Each round, you can turn to detect evil 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: Player's Handbook v.3.5 219<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/ level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _detect evil_:spells\/players-handbook-v35--6\/detect-evil--2486\/, except that it detects the auras of good creatures, clerics:classes\/cleric\/ or paladins:classes\/paladin\/ of good deities, good:spells\/descriptors\/good\/ spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.","short_description":"This spell functions like _detect evil_:spells\/players-handbook-v35--6\/detect-evil--2486\/, except tha...","material_components":"0","name":"Detect Good","level":"Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Divine Bard 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1","full_text":"<div><p><h5>Detect Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Divine Bard 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/ level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>, except that it detects the auras of good creatures, <a href=\/classes\/cleric\/>clerics<\/a> or <a href=\/classes\/paladin\/>paladins<\/a> of good deities, <a href=\/spells\/descriptors\/good\/>good<\/a> spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.<\/p><\/p>Reference: Player's Handbook v.3.5 219<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/ level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _detect evil_:spells\/players-handbook-v35--6\/detect-evil--2486\/, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.","short_description":"This spell functions like _detect evil_:spells\/players-handbook-v35--6\/detect-evil--2486\/, except tha...","material_components":"0","name":"Detect Law","level":"Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Divine Bard 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1","full_text":"<div><p><h5>Detect Law<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Adept 1 \/ Ebonmar Infiltrator 1 \/ Divine Bard 1 \/ Wu Jen 1 \/ Death Master 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/ level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.<\/p><\/p>Reference: Player's Handbook v.3.5 219<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round:_ Presence or absence of magical auras.\n\n_2nd Round:_ Number of different magical auras and the power of the most potent aura.\n\n_3rd Round:_ The strength and location of each aura. If the items or creatures bearing the auras are in  line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect).\n\nMagical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.\n\n_Aura Strength:_ An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. \n\n|_1. |_4=. Aura Power |\n|_. Spell or Object |_. Faint |_. Moderate |_. Strong |_. Overwhelming |\n| Functioning spell (spell level) | 3rd or lower | 4th-6th | 7th-9th | 10th+ (deity level) |\n| Magic Item (caster level) | 5th or lower | 6th-11th | 12th-20th | 21st+ (artifact) |\n\nLingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:\n\n|_. Original Strength |_. Duration of Lingering Aura |\n| Faint\t| 1d6 rounds |\n| Moderate\t| 1d6 minutes |\n| Strong\t| 1d6\u00d710 minutes |\n| Overwhelming\t| 1d6 days |\n\nOutsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.\n\nEach round, you can turn to detect magic 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.\n\nDetect magic can be made permanent with a permanency spell.","short_description":"You detect magical auras.","material_components":"0","name":"Detect Magic","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Dread Necromancer 1 \/ Adept 0 \/ Healer 0 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Vigilante 1 \/ Beguiler 0 \/ Blighter 0 \/ Nentyar Hunter 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Urban Druid 0 \/ Court Herald 0","full_text":"<div><p><h5>Detect Magic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Dread Necromancer 1 \/ Adept 0 \/ Healer 0 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Vigilante 1 \/ Beguiler 0 \/ Blighter 0 \/ Nentyar Hunter 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Urban Druid 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.<\/p>\n\n\t<p><em>1st Round:<\/em> Presence or absence of magical auras.<\/p>\n\n\t<p><em>2nd Round:<\/em> Number of different magical auras and the power of the most potent aura.<\/p>\n\n\t<p><em>3rd Round:<\/em> The strength and location of each aura. If the items or creatures bearing the auras are in  line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect).<\/p>\n\n\t<p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.<\/p>\n\n\t<p><em>Aura Strength:<\/em> An aura&#39;s power depends on a spell&#39;s functioning spell level or an item&#39;s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Aura Power <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Spell or Object <\/th>\n\t\t\t<th>Faint <\/th>\n\t\t\t<th>Moderate <\/th>\n\t\t\t<th>Strong <\/th>\n\t\t\t<th>Overwhelming <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Functioning spell (spell level) <\/td>\n\t\t\t<td> 3rd or lower <\/td>\n\t\t\t<td> 4th-6th <\/td>\n\t\t\t<td> 7th-9th <\/td>\n\t\t\t<td> 10th+ (deity level) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Magic Item (caster level) <\/td>\n\t\t\t<td> 5th or lower <\/td>\n\t\t\t<td> 6th-11th <\/td>\n\t\t\t<td> 12th-20th <\/td>\n\t\t\t<td> 21st+ (artifact) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Original Strength <\/th>\n\t\t\t<th>Duration of Lingering Aura <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Faint\t<\/td>\n\t\t\t<td> 1d6 rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Moderate\t<\/td>\n\t\t\t<td> 1d6 minutes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Strong\t<\/td>\n\t\t\t<td> 1d6\u00d710 minutes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Overwhelming\t<\/td>\n\t\t\t<td> 1d6 days <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.<\/p>\n\n\t<p>Each round, you can turn to detect magic 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>\n\n\t<p>Detect magic can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 219<\/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, one object, or a 5-ft. cube","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You determine whether a creature, object, or area has been poisoned or is poisonous.\nYou can determine the exact type of poison with a DC 20 Wisdom check.\nA character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.\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 determine whether a creature, object, or area has been poisoned or is poisonous.","material_components":"0","name":"Detect Poison","level":"Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 0 \/ Wizard 0 \/ Healer 0 \/ Blighter 0 \/ Death Delver 1 \/ Nentyar Hunter 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Urban Druid 0 \/ Assassin 1 \/ Court Herald 0","full_text":"<div><p><h5>Detect Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 0 \/ Wizard 0 \/ Healer 0 \/ Blighter 0 \/ Death Delver 1 \/ Nentyar Hunter 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Urban Druid 0 \/ Assassin 1 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You determine whether a creature, object, or area has been poisoned or is poisonous.<br \/>You can determine the exact type of poison with a DC 20 Wisdom check.<br \/>A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Player's Handbook v.3.5 219<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"40-ft.-radius emanation centered on you","duration":"24 hours","saving_throw":"None","spell_resistance":"No","description":"You immediately become aware of any attempt to observe you by means of a divination (scrying):spells\/sub-schools\/scrying\/ spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.\n\nIf the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.\n\n_Material Component:_ A small piece of mirror and a miniature brass hearing trumpet.","short_description":"You immediately become aware of any attempt to observe you by means of a divination (scrying):spells\/...","material_components":"0","name":"Detect Scrying","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 4 \/ Telflammar Shadowlord 3 \/ Sha'ir 4 \/ Savant 4 \/ Death Master 4 \/ Court Herald 3","full_text":"<div><p><h5>Detect Scrying<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 4 \/ Telflammar Shadowlord 3 \/ Sha'ir 4 \/ Savant 4 \/ Death Master 4 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You immediately become aware of any attempt to observe you by means of a <a href=\/spells\/sub-schools\/scrying\/>divination (scrying)<\/a> spell or effect. The spell&#39;s area radiates from you and moves as you move. You know the location of every magical sensor within the spell&#39;s area.<\/p>\n\n\t<p>If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier&#39;s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.<\/p>\n\n\t<p><em>Material Component:<\/em> A small piece of mirror and a miniature brass hearing trumpet.<\/p><\/p>Reference: Player's Handbook v.3.5 219<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can detect secret doors, compartments, caches, and so forth.\nOnly passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell--an ordinary trapdoor underneath a pile of crates would not be detected.\nThe amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of secret doors.\n2nd Round:Number of secret doors and the location of each.\nIf an aura is outside your line of sight, then you discern its direction but not its exact location.\nEach Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.\nEach round, you can turn to detect secret doors 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 secret doors, compartments, caches, and so forth.","material_components":"0","name":"Detect Secret Doors","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Vigilante 1 \/ Beguiler 1 \/ Sha'ir 1 \/ Savant 1 \/ Urban Druid 1","full_text":"<div><p><h5>Detect Secret Doors<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Vigilante 1 \/ Beguiler 1 \/ Sha'ir 1 \/ Savant 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can detect secret doors, compartments, caches, and so forth.<br \/>Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell&#8212;an ordinary trapdoor underneath a pile of crates would not be detected.<br \/>The amount of information revealed depends on how long you study a particular area or subject.<br \/>1st Round: Presence or absence of secret doors.<br \/>2nd Round:Number of secret doors and the location of each.<br \/>If an aura is outside your line of sight, then you discern its direction but not its exact location.<br \/>Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.<br \/>Each round, you can turn to detect secret doors in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Player's Handbook v.3.5 220<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.\nThe spell does not detect complex traps, including trapdoor traps.\nDetect snares and pits does detect certain natural hazards--\nquicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall).\nHowever, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant.\nThe spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.\nThe amount of information revealed depends on how long you study a particular area.\n1st Round: Presence or absence of hazards.\n2nd Round:Number of hazards and the location of each.\nIf a hazard is outside your line of sight, then you discern its direction but not its exact location.\nEach Additional Round: The general type and trigger for one particular hazard closely examined by you.\nEach round, you can turn to detect snares and pits 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 simple pits, deadfalls, and snares as well as mechanical traps constructed of natural ...","material_components":"0","name":"Detect Snares and Pits","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Detect Snares and Pits<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.<br \/>The spell does not detect complex traps, including trapdoor traps.<br \/>Detect snares and pits does detect certain natural hazards&#8212;<br \/>quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall).<br \/>However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant.<br \/>The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.<br \/>The amount of information revealed depends on how long you study a particular area.<br \/>1st Round: Presence or absence of hazards.<br \/>2nd Round:Number of hazards and the location of each.<br \/>If a hazard is outside your line of sight, then you discern its direction but not its exact location.<br \/>Each Additional Round: The general type and trigger for one particular hazard closely examined by you.<br \/>Each round, you can turn to detect snares and pits in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p><\/p>Reference: Player's Handbook v.3.5 220<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 1 min.\/level (D)","saving_throw":"Will negates; see text","spell_resistance":"No","description":"You detect surface thoughts.\nThe amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).\n2nd Round:Number of thinking minds and the Intelligence score of each.\nIf the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends.\nThis spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.\n3rd Round: Surface thoughts of any mind in the area.\nA target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance.\nCreatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.\nEach round, you can turn to detect thoughts 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.\nArcane Focus: A copper piece.","short_description":"You detect surface thoughts.","material_components":"0","name":"Detect Thoughts","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 2 \/ Vigilante 2 \/ Beguiler 2 \/ Thayan Slaver 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Savant 2 \/ Urban Druid 2 \/ Court Herald 2","full_text":"<div><p><h5>Detect Thoughts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 2 \/ Vigilante 2 \/ Beguiler 2 \/ Thayan Slaver 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Savant 2 \/ Urban Druid 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You detect surface thoughts.<br \/>The amount of information revealed depends on how long you study a particular area or subject.<br \/>1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).<br \/>2nd Round:Number of thinking minds and the Intelligence score of each.<br \/>If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends.<br \/>This spell does not let you determine the location of the thinking minds if you can&#39;t see the creatures whose thoughts you are detecting.<br \/>3rd Round: Surface thoughts of any mind in the area.<br \/>A target&#39;s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance.<br \/>Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.<br \/>Each round, you can turn to detect thoughts in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<br \/>Arcane Focus: A copper piece.<\/p><\/p>Reference: Player's Handbook v.3.5 220<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can detect the aura that surrounds undead creatures.\nThe amount of information revealed depends on how long you study a particular area.\n1st Round: Presence or absence of undead auras.\n2nd Round:Number of undead auras in the area and the strength of the strongest undead aura present.\nIf you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.\n3rd Round: The strength and location of each undead aura.\nIf an aura is outside your line of sight, then you discern its direction but not its exact location.\nAura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:\nLingering Aura: An undead aura lingers after its original source is destroyed.\nIf detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).\nHow long the aura lingers at this dim level depends on its original power:\nEach round, you can turn to detect undead 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.\nArcane Material Component: A bit of earth from a grave.","short_description":"You can detect the aura that surrounds undead creatures.","material_components":"0","name":"Detect Undead","level":"Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Delver 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Urban Druid 1","full_text":"<div><p><h5>Detect Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Delver 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can detect the aura that surrounds undead creatures.<br \/>The amount of information revealed depends on how long you study a particular area.<br \/>1st Round: Presence or absence of undead auras.<br \/>2nd Round:Number of undead auras in the area and the strength of the strongest undead aura present.<br \/>If you are of good alignment, and the strongest undead aura&#39;s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.<br \/>3rd Round: The strength and location of each undead aura.<br \/>If an aura is outside your line of sight, then you discern its direction but not its exact location.<br \/>Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:<br \/>Lingering Aura: An undead aura lingers after its original source is destroyed.<br \/>If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).<br \/>How long the aura lingers at this dim level depends on its original power:<br \/>Each round, you can turn to detect undead in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<br \/>Arcane Material Component: A bit of earth from a grave.<\/p><\/p>Reference: Player's Handbook v.3.5 220<\/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\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Concentration, up to 1 round\/level","saving_throw":"Will negates","spell_resistance":"No","description":"Each round, you concentrate on one subject, who must be within range.\nYou know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.\nThe spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.\nEach round, you may concentrate on a different subject.","short_description":"Each round, you concentrate on one subject, who must be within range.","material_components":"0","name":"Discern Lies","level":"Cleric 4 \/ Paladin 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 4 \/ Savant 4","full_text":"<div><p><h5>Discern Lies<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 4 \/ Savant 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Each round, you concentrate on one subject, who must be within range.<br \/>You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.<br \/>The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.<br \/>Each round, you may concentrate on a different subject.<\/p><\/p>Reference: Player's Handbook v.3.5 221<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Unlimited","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"A _discern location_ spell is among the most powerful means of locating creatures or objects. Nothing short of a _mind blank_:spells\/players-handbook-v35--6\/mind-blank--2338\/ spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. _Discern location_ circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.\n\nTo find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.","short_description":"A _discern location_ spell is among the most powerful means of locating creatures or objects.","material_components":"0","name":"Discern Location","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Healer 8 \/ Beguiler 8 \/ Sha'ir 8 \/ Urban Druid 8 \/ Death Master 8","full_text":"<div><p><h5>Discern Location<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Healer 8 \/ Beguiler 8 \/ Sha'ir 8 \/ Urban Druid 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A <em>discern location<\/em> spell is among the most powerful means of locating creatures or objects. Nothing short of a <a href=\/spells\/players-handbook-v35--6\/mind-blank--2338\/><em>mind blank<\/em><\/a> spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. <em>Discern location<\/em> circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object&#39;s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.<\/p>\n\n\t<p>To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"3 rounds","range":"Personal or touch","target":"You or creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None or Will negates (harmless)","spell_resistance":"No or Yes (harmless)","description":"The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale.\nThe locale can be outdoors, underground, or even inside a maze spell.\nFind the path works with respect to locations, not objects or creatures at a locale.\nThus, the subject could not find the way to a forest where a green dragon lives or a hoard of platinum pieces, but it could find the exit to a labyrinth.\nThe location must be on the same plane as you are at the time of casting.\nThe spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take.\nFor example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding.\nThe spell ends when the destination is reached or the duration expires, whichever comes first.\nFind the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.\nThis divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).\nFocus: A set of divination counters of the sort you favor--\nbones, ivory counters, sticks, carved runes, or the like.","short_description":"The recipient of this spell can find the shortest, most direct physical route to a specified destinat...","material_components":"0","name":"Find the Path","level":"Bard 6 \/ Cleric 6 \/ Druid 6 \/ Nentyar Hunter 5 \/ Urban Druid 6","full_text":"<div><p><h5>Find the Path<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Druid 6 \/ Nentyar Hunter 5 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale.<br \/>The locale can be outdoors, underground, or even inside a maze spell.<br \/>Find the path works with respect to locations, not objects or creatures at a locale.<br \/>Thus, the subject could not find the way to &quot;a forest where a green dragon lives&quot; or &quot;a hoard of platinum pieces&quot;, but it could find the exit to a labyrinth.<br \/>The location must be on the same plane as you are at the time of casting.<br \/>The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take.<br \/>For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding.<br \/>The spell ends when the destination is reached or the duration expires, whichever comes first.<br \/>Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.<br \/>This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).<br \/>Focus: A set of divination counters of the sort you favor&#8212;<br \/>bones, ivory counters, sticks, carved runes, or the like.<\/p><\/p>Reference: Player's Handbook v.3.5 230<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"You gain intuitive insight into the workings of traps.\nYou can use the Search skill to detect traps just as a rogue can.\nIn addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.\nNote that find traps grants no ability to disable the traps that you may find.","short_description":"You gain intuitive insight into the workings of traps.","material_components":"0","name":"Find Traps","level":"Cleric 2 \/ Jester 2","full_text":"<div><p><h5>Find Traps<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain intuitive insight into the workings of traps.<br \/>You can use the Search skill to detect traps just as a rogue can.<br \/>In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.<br \/>Note that find traps grants no ability to disable the traps that you may find.<\/p><\/p>Reference: Player's Handbook v.3.5 230<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal or touch","target":"See text","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None or Will negates (harmless)","spell_resistance":"No or Yes (harmless)","description":"This spell grants you a powerful sixth sense in relation to yourself or another.\nOnce foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell.\nThus, if you are the subject of the spell, you would be warned in advance if a rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from a hiding place, or if an attacker were specifically targeting you with a spell or ranged weapon.\nYou are never surprised or flat-footed.\nIn addition, the spell gives you a general idea of what action you might take to best protect yourself--duck, jump right, close your eyes, and so on--and gives you a +2 insight bonus to AC and Reflex saves.\nThis insight bonus is lost whenever you would lose a Dexterity bonus to AC.\nWhen another creature is the subject of the spell, you receive warnings about that creature.\nYou must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning.\nShouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay.\nThe subject, however, does not gain the insight bonus to AC and Reflex saves.\nArcane Material Component: A hummingbird's feather.","short_description":"This spell grants you a powerful sixth sense in relation to yourself or another.","material_components":"0","name":"Foresight","level":"Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Healer 9 \/ Beguiler 9 \/ Blighter 9 \/ Sha'ir 9 \/ Urban Druid 9 \/ Death Master 9","full_text":"<div><p><h5>Foresight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Healer 9 \/ Beguiler 9 \/ Blighter 9 \/ Sha'ir 9 \/ Urban Druid 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you a powerful sixth sense in relation to yourself or another.<br \/>Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell.<br \/>Thus, if you are the subject of the spell, you would be warned in advance if a rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from a hiding place, or if an attacker were specifically targeting you with a spell or ranged weapon.<br \/>You are never surprised or flat-footed.<br \/>In addition, the spell gives you a general idea of what action you might take to best protect yourself&#8212;duck, jump right, close your eyes, and so on&#8212;and gives you a +2 insight bonus to AC and Reflex saves.<br \/>This insight bonus is lost whenever you would lose a Dexterity bonus to AC.<br \/>When another creature is the subject of the spell, you receive warnings about that creature.<br \/>You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning.<br \/>Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay.<br \/>The subject, however, does not gain the insight bonus to AC and Reflex saves.<br \/>Arcane Material Component: A hummingbird&#39;s feather.<\/p><\/p>Reference: Player's Handbook v.3.5 233<\/div>","reference":"User"}],[],[],[],[],[],[],[],[]]