[[],[{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"This spell imbues the subject with a touch of divine guidance.\nThe creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.\nIt must choose to use the bonus before making the roll to which it applies.","short_description":"This spell imbues the subject with a touch of divine guidance.","material_components":"0","name":"Guidance","level":"Cleric 0 \/ Druid 0 \/ Adept 0 \/ Urban Druid 0","full_text":"

Guidance<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 0 \/ Druid 0 \/ Adept 0 \/ Urban Druid 0<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute or until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.
It must choose to use the bonus before making the roll to which it applies.<\/p><\/p>Reference: Player's Handbook v.3.5 238<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Touch","target":"One touched object","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).\nIdentify does not function when used on an artifact (see the Dungeon Master's Guide for details on artifacts).\nArcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.","short_description":"The spell determines all magic properties of a single magic item, including how to activate those fun...","material_components":"0","name":"Identify","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Court Herald 1","full_text":"

Identify<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Court Herald 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 hour<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact (see the Dungeon Master's Guide for details on artifacts).
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.<\/p><\/p>Reference: Player's Handbook v.3.5 243<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You instantly know the direction of north from your current position.\nThe spell is effective in any environment in which north\nexists, but it may not work in extraplanar settings.\nYour knowledge of north is correct at the moment of casting, but you can get lost again within moments if you\ndon't find some external reference point to help you keep track of direction.","short_description":"You instantly know the direction of north from your current position.","material_components":"0","name":"Know Direction","level":"Bard 0 \/ Druid 0 \/ Vigilante 1 \/ Urban Druid 0","full_text":"

Know Direction<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 0 \/ Druid 0 \/ Vigilante 1 \/ Urban Druid 0<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr><\/table>

\t

You instantly know the direction of north from your current position.
The spell is effective in any environment in which "north"
exists, but it may not work in extraplanar settings.
Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you
don't find some external reference point to help you keep track of direction.<\/p><\/p>Reference: Player's Handbook v.3.5 246<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M, AF","casting_time":"See text","range":"Personal","target":"You","effect":"","area":"","duration":"See text","saving_throw":"","spell_resistance":"","description":"Legend lore brings to your mind legends about an important person, place, or thing.\nIf the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes.\nIf you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time).\nIf you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).\nDuring the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth.\nWhen completed, the divination brings legends (if any) about the person, place, or things to your mind.\nThese may be legends that are still current, legends that have been forgotten, or even information that has never been generally known.\nIf the person, place, or thing is not of legendary importance, you gain no information.\nAs a rule of thumb, characters who are 11th level and higher are legendary, as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.\nExamples of legend lore results include the following.\nA divination about a mysterious magic axe you have at hand: Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones.\nOnly a true Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe, and only with the sacred word 'Rudnogg'\non the lips.\nA divination about a legendary paladin about whom you know many details: Vanashon has been denied the glory of death and the duty of life.\nHe waits patiently beneath the Forbidden Mountain.\n(The paladin has been turned to stone in the caverns under the mountain).\nA divination about ancient ruins about which you have only a passing reference in a partially damaged tome: The sorcerer who called herself Ryth built a library without words and a temple without gods.\nThose who read and those who pray tore it down in a night and a day.\n(These clues may be enough for you to find out more and get details you need to cast a better legend lore).\nMaterial Component: Incense worth at least 250 gp.\nFocus: Four strips of ivory (worth 50 gp each) formed into a rectangle.","short_description":"Legend lore brings to your mind legends about an important person, place, or thing.","material_components":"0","name":"Legend Lore","level":"Bard 4 \/ Sorcerer 6 \/ Wizard 6 \/ Vigilante 4 \/ Urban Druid 4 \/ Sha'ir 6 \/ Court Herald 6","full_text":"

Legend Lore<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 6 \/ Wizard 6 \/ Vigilante 4 \/ Urban Druid 4 \/ Sha'ir 6 \/ Court Herald 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M, AF<\/td><\/tr>
Casting Time:<\/b><\/td>See text<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>See text<\/td><\/tr><\/table>

\t

Legend lore brings to your mind legends about an important person, place, or thing.
If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4×10 minutes.
If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time).
If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth.
When completed, the divination brings legends (if any) about the person, place, or things to your mind.
These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known.
If the person, place, or thing is not of legendary importance, you gain no information.
As a rule of thumb, characters who are 11th level and higher are "legendary", as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Examples of legend lore results include the following.
A divination about a mysterious magic axe you have at hand: "Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones.
Only a true Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe, and only with the sacred word 'Rudnogg'
on the lips".
A divination about a legendary paladin about whom you know many details: "Vanashon has been denied the glory of death and the duty of life.
He waits patiently beneath the Forbidden Mountain".
(The paladin has been turned to stone in the caverns under the mountain).
A divination about ancient ruins about which you have only a passing reference in a partially damaged tome: "The sorcerer who called herself Ryth built a library without words and a temple without gods.
Those who read and those who pray tore it down in a night and a day".
(These clues may be enough for you to find out more and get details you need to cast a better legend lore).
Material Component: Incense worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.<\/p><\/p>Reference: Player's Handbook v.3.5 246<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like locate object, except this spell locates a known or familiar creature.\nYou slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range.\nYou also know in which direction the creature is moving, if any.\nThe spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you.\nIt cannot find a creature of a certain type (such as humanoid or animal).\nTo find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.\nRunning water blocks the spell.\nIt cannot detect objects.\nIt can be fooled by mislead, nondetection, and polymorph spells.\nMaterial Component: A bit of fur from a bloodhound.","short_description":"This spell functions like locate object, except this spell locates a known or familiar creature.","material_components":"0","name":"Locate Creature","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 4 \/ Beguiler 4 \/ Thayan Slaver 4 \/ Wu Jen 4 \/ Urban Druid 4 \/ Savant 4 \/ Sha'ir 4 \/ Court Herald 4","full_text":"

Locate Creature<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 4 \/ Beguiler 4 \/ Thayan Slaver 4 \/ Wu Jen 4 \/ Urban Druid 4 \/ Savant 4 \/ Sha'ir 4 \/ Court Herald 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr><\/table>

\t

This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range.
You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you.
It cannot find a creature of a certain type (such as humanoid or animal).
To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Running water blocks the spell.
It cannot detect objects.
It can be fooled by mislead, nondetection, and polymorph spells.
Material Component: A bit of fur from a bloodhound.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Circle, centered on you, with a radius of 400 ft. + 40 ft.\/level","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You sense the direction of a well-known or clearly visualized object.\nThe spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder.\nYou can search for general items such as a stairway, a sword, or a jewel, in which case you locate the nearest one of its kind if more than one is within range.\nAttempting to find a certain item, such as a particular piece of jewelry, requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails.\nYou cannot specify a unique item (such as Baron Vulden's signet ring) unless you have observed that particular item firsthand (not through divination).\nThe spell is blocked by even a thin sheet of lead.\nCreatures cannot be found by this spell.\nPolymorph any object fools it.\nArcane Focus: A forked twig.","short_description":"You sense the direction of a well-known or clearly visualized object.","material_components":"0","name":"Locate Object","level":"Bard 2 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Hoardstealer 2 \/ Ebonmar Infiltrator 3 \/ Vigilante 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Urban Druid 2 \/ Savant 2 \/ Court Herald 2","full_text":"

Locate Object<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Hoardstealer 2 \/ Ebonmar Infiltrator 3 \/ Vigilante 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Urban Druid 2 \/ Savant 2 \/ Court Herald 2<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You sense the direction of a well-known or clearly visualized object.
The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder.
You can search for general items such as a stairway, a sword, or a jewel, in which case you locate the nearest one of its kind if more than one is within range.
Attempting to find a certain item, such as a particular piece of jewelry, requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails.
You cannot specify a unique item (such as "Baron Vulden's signet ring") unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead.
Creatures cannot be found by this spell.
Polymorph any object fools it.
Arcane Focus: A forked twig.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"","spell_resistance":"","description":"This spell grants you a powerful sixth sense in relation to yourself.\nOnce during the spell's duration, you may choose to use its effect.\nThis spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw.\nAlternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed).\nActivating the effect doesn't take an action; you can even activate it on another character's turn if needed.\nYou must choose to use the moment of prescience before you make the roll it is to modify.\nOnce used, the spell ends.\nYou can't have more than one moment of prescience active on you at the same time.","short_description":"This spell grants you a powerful sixth sense in relation to yourself.","material_components":"0","name":"Moment of Prescience","level":"Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8","full_text":"

Moment of Prescience<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level or until discharged<\/td><\/tr><\/table>

\t

This spell grants you a powerful sixth sense in relation to yourself.
Once during the spell's duration, you may choose to use its effect.
This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw.
Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed).
Activating the effect doesn't take an action; you can even activate it on another character's turn if needed.
You must choose to use the moment of prescience before you make the roll it is to modify.
Once used, the spell ends.
You can't have more than one moment of prescience active on you at the same time.<\/p><\/p>Reference: Player's Handbook v.3.5 255<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"One mile","target":"","effect":"Ten or more levitating eyes","area":"","duration":"1 hour\/level; see text (D)","saving_throw":"None","spell_resistance":"No","description":"You create a number of semitangible, visible magical orbs (called eyes) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.\n\nWhile the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.\n\nWhen you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.\n\nA sample command: Surround me at a range of four hundred feet and return if you spot any dangerous creatures. The phrase Surround me directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A peasant that is actually a shapechanged dragon wouldn't trigger an eye's return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.\n\nAnother sample command: Spread out and search the town for Arweth. Follow him for three minutes, staying out of sight, and then return. The phrase Spread out directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for three minutes once it spots him.\n\nOther commands that might be useful include having eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The DM is the final judge of the suitability of your directions.\n\nIn order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.\n\nIf an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.\n\nThe eyes exist for up to 1 hour per caster level or until they return to you. _Dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/ can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.\n\nMaterial Component: A handful of crystal marbles.","short_description":"You create a number of semitangible, visible magical orbs (called eyes) equal to 1d4 + your caster le...","material_components":"0","name":"Prying Eyes","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Court Herald 5","full_text":"

Prying Eyes<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Court Herald 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>One mile<\/td><\/tr>
Effect:<\/b><\/td>Ten or more levitating eyes<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level; see text (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You create a number of semitangible, visible magical orbs (called "eyes") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.<\/p>\n\n\t

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.<\/p>\n\n\t

When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.<\/p>\n\n\t

A sample command: "Surround me at a range of four hundred feet and return if you spot any dangerous creatures". The phrase "Surround me" directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A "peasant" that is actually a shapechanged dragon wouldn't trigger an eye's return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.<\/p>\n\n\t

Another sample command: "Spread out and search the town for Arweth. Follow him for three minutes, staying out of sight, and then return". The phrase "Spread out" directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for three minutes once it spots him.<\/p>\n\n\t

Other commands that might be useful include having eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The DM is the final judge of the suitability of your directions.<\/p>\n\n\t

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.<\/p>\n\n\t

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.<\/p>\n\n\t

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic<\/em><\/a> can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.<\/p>\n\n\t

Material Component: A handful of crystal marbles.<\/p><\/p>Reference: Player's Handbook v.3.5 266<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet.\nThus, they can navigate darkened areas at full normal speed.\nAlso, a greater prying eye's maximum Spot modifier is +25 instead of +15.","short_description":"This spell functions like prying eyes, except that the eyes can see all things as they actually are, ...","material_components":"0","name":"Prying Eyes, Greater","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8","full_text":"

Prying Eyes, Greater<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr><\/table>

\t

This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet.
Thus, they can navigate darkened areas at full normal speed.
Also, a greater prying eye's maximum Spot modifier is +25 instead of +15.<\/p><\/p>Reference: Player's Handbook v.3.5 267<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You plus one willing creature per three levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.\nEach creature included in the link is linked to all the others.\nThe creatures can communicate telepathically through the bond regardless of language.\nNo special power or influence is established as a result of the bond.\nOnce the bond is formed, it works over any distance (although not from one plane to another).\nIf desired, you may leave yourself out of the telepathic bond forged.\nThis decision must be made at the time of casting.\nRary's telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.\nMaterial Component: Pieces of eggshell from two different kinds of creatures.","short_description":"You forge a telepathic bond among yourself and a number of willing creatures, each of which must have...","material_components":"0","name":"Rary's Telepathic Bond","level":"Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Sha'ir 5","full_text":"

Rary's Telepathic Bond<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Sha'ir 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.
Each creature included in the link is linked to all the others.
The creatures can communicate telepathically through the bond regardless of language.
No special power or influence is established as a result of the bond.
Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you may leave yourself out of the telepathic bond forged.
This decision must be made at the time of casting.
Rary's telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Material Component: Pieces of eggshell from two different kinds of creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 268<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"By means of read magic, you can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.\nThis deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.\nFurthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.\nYou can read at the rate of one page (250 words) per minute.\nThe spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).\nRead magic can be made permanent with a permanency spell.\nFocus: A clear crystal or mineral prism.","short_description":"By means of read magic, you can decipher magical inscriptions on objects--books, scrolls, weapons, an...","material_components":"0","name":"Read Magic","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Healer 0 \/ Hoardstealer 1 \/ Knight of the Weave 1 \/ Vigilante 1 \/ Beguiler 0 \/ Blighter 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Urban Druid 0 \/ Court Herald 0","full_text":"

Read Magic<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Healer 0 \/ Hoardstealer 1 \/ Knight of the Weave 1 \/ Vigilante 1 \/ Beguiler 0 \/ Blighter 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Urban Druid 0 \/ Court Herald 0<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr><\/table>

\t

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S, M, AF","casting_time":"1 hour","range":"See text","target":"","effect":"Magical sensor","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.\n\n|_. Knowledge |_. Will Save Modifier |\n| None ^1^ | +10 |\n| Secondhand (you have heard of the subject) | +5 |\n| Firsthand (you have met the subject) | +0 |\n| Familiar (you know the subject well) | --5 |\n\n^1^ You must have some sort of connection to a creature you have no knowledge of. \n\n|_. Connection |_. Will Save Modifier |\n| Likeness or picture | --2 |\n| Possession or garment | --4 |\n| Body part, lock of hair, bit of nail, etc. | --10 |\n\nIf the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.\n\nAs with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. \n\nIf the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.\n\n_Arcane Material Component:_ The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.\n\n_Wizard, Sorcerer, or Bard Focus:_ A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.\n\n_Cleric Focus:_ A holy water font costing not less than 100 gp.\n\n_Druid Focus:_ A natural pool of water.","short_description":"You can see and hear some creature, which may be at any distance.","material_components":"0","name":"Scrying","level":"Bard 3 \/ Cleric 5 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 3 \/ Wu Jen 4 \/ Sha'ir 4 \/ Savant 4 \/ Death Master 4 \/ Urban Druid 4 \/ Court Herald 4","full_text":"

Scrying<\/h5><\/p>
Divination (Scrying)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Cleric 5 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 3 \/ Wu Jen 4 \/ Sha'ir 4 \/ Savant 4 \/ Death Master 4 \/ Urban Druid 4 \/ Court Herald 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 hour<\/td><\/tr>
Range:<\/b><\/td>See text<\/td><\/tr>
Effect:<\/b><\/td>Magical sensor<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.<\/p>\n\n\t\n\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t
Knowledge <\/th>\n\t\t\tWill Save Modifier <\/th>\n\t\t<\/tr>\n\t\t
None 1<\/sup> <\/td>\n\t\t\t +10 <\/td>\n\t\t<\/tr>\n\t\t
Secondhand (you have heard of the subject) <\/td>\n\t\t\t +5 <\/td>\n\t\t<\/tr>\n\t\t
Firsthand (you have met the subject) <\/td>\n\t\t\t +0 <\/td>\n\t\t<\/tr>\n\t\t
Familiar (you know the subject well) <\/td>\n\t\t\t —5 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t

1<\/sup> You must have some sort of connection to a creature you have no knowledge of. <\/p>\n\n\t\n\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t
Connection <\/th>\n\t\t\tWill Save Modifier <\/th>\n\t\t<\/tr>\n\t\t
Likeness or picture <\/td>\n\t\t\t —2 <\/td>\n\t\t<\/tr>\n\t\t
Possession or garment <\/td>\n\t\t\t —4 <\/td>\n\t\t<\/tr>\n\t\t
Body part, lock of hair, bit of nail, etc. <\/td>\n\t\t\t —10 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t

If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.<\/p>\n\n\t

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. <\/p>\n\n\t

If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.<\/p>\n\n\t

Arcane Material Component:<\/em> The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.<\/p>\n\n\t

Wizard, Sorcerer, or Bard Focus:<\/em> A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.<\/p>\n\n\t

Cleric Focus:<\/em> A holy water font costing not less than 100 gp.<\/p>\n\n\t

Druid Focus:<\/em> A natural pool of water.<\/p><\/p>Reference: Player's Handbook v.3.5 274<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S","casting_time":"1 standard action","range":"See text","target":"","effect":"Magical sensor","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell functions like _scrying_:spells\/players-handbook-v35--6\/scrying--2512\/, except as noted above. Additionally, all of the following spells function reliably through the sensor: _detect chaos_:spells\/players-handbook-v35--6\/detect-chaos--2485\/, _detect evil_:spells\/players-handbook-v35--6\/detect-evil--2486\/, _detect good_:spells\/players-handbook-v35--6\/detect-good--2487\/, _detect law_:spells\/players-handbook-v35--6\/detect-law--2488\/, _detect magic_:spells\/players-handbook-v35--6\/detect-magic--2489\/, _message_:spells\/players-handbook-v35--6\/message--2843\/, _read magic_:spells\/players-handbook-v35--6\/read-magic--2511\/, and _tongues_:spells\/players-handbook-v35--6\/tongues--2519\/.","short_description":"This spell functions like _scrying_:spells\/players-handbook-v35--6\/scrying--2512\/, except as noted ab...","material_components":"0","name":"Scrying, Greater","level":"Bard 6 \/ Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7 \/ Urban Druid 7","full_text":"

Scrying, Greater<\/h5><\/p>
Divination (Scrying)<\/td><\/tr>
Level:<\/b><\/td>Bard 6 \/ Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7 \/ Urban Druid 7<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>See text<\/td><\/tr>
Effect:<\/b><\/td>Magical sensor<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell functions like scrying<\/em><\/a>, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos<\/em><\/a>, detect evil<\/em><\/a>, detect good<\/em><\/a>, detect law<\/em><\/a>, detect magic<\/em><\/a>, message<\/em><\/a>, read magic<\/em><\/a>, and tongues<\/em><\/a>.<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/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 (D)","saving_throw":"","spell_resistance":"","description":"You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. \n\nThe spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.\n\nSee invisibility can be made permanent with a permanency spell.\n\nMaterial Component: A pinch of talc and a small sprinkling of powdered silver.","short_description":"You can see any objects or beings that are invisible within your range of vision, as well as any that...","material_components":"0","name":"See Invisibility","level":"Bard 3 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Ebonmar Infiltrator 3 \/ Runescarred Berserker 1 \/ Knight of the Weave 2 \/ Vigilante 3 \/ Beguiler 2 \/ Duskblade 2 \/ Nentyar Hunter 3 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Savant 2 \/ Court Herald 2","full_text":"

See Invisibility<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Ebonmar Infiltrator 3 \/ Runescarred Berserker 1 \/ Knight of the Weave 2 \/ Vigilante 3 \/ Beguiler 2 \/ Duskblade 2 \/ Nentyar Hunter 3 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Savant 2 \/ Court Herald 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level (D)<\/td><\/tr><\/table>

\t

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. <\/p>\n\n\t

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.<\/p>\n\n\t

See invisibility can be made permanent with a permanency spell.<\/p>\n\n\t

Material Component: A pinch of talc and a small sprinkling of powdered silver.<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/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 can comprehend and communicate with animals.\nYou are able to ask questions of and receive answers from animals, although the spell doesn't make them any more friendly or cooperative than normal.\nFurthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments.\nIf an animal is friendly toward you, it may do some favor or service for you (as determined by the DM).","short_description":"You can comprehend and communicate with animals.","material_components":"0","name":"Speak With Animals","level":"Bard 3 \/ Druid 1 \/ Ranger 1 \/ Healer 1 \/ Vigilante 3 \/ Nentyar Hunter 1","full_text":"

Speak With Animals<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Druid 1 \/ Ranger 1 \/ Healer 1 \/ Vigilante 3 \/ Nentyar Hunter 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr><\/table>

\t

You can comprehend and communicate with animals.
You are able to ask questions of and receive answers from animals, although the spell doesn't make them any more friendly or cooperative than normal.
Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments.
If an animal is friendly toward you, it may do some favor or service for you (as determined by the DM).<\/p><\/p>Reference: Player's Handbook v.3.5 281<\/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 can comprehend and communicate with plants, including both normal plants and plant creatures.\nYou are able to ask questions of and receive answers from plants.\nA regular plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.\nThe spell doesn't make plant creatures any more friendly or cooperative than normal.\nFurthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments.\nIf a plant creature is friendly toward you, it may do some favor or service for you (as determined by the DM).","short_description":"You can comprehend and communicate with plants, including both normal plants and plant creatures.","material_components":"0","name":"Speak With Plants","level":"Bard 4 \/ Druid 3 \/ Ranger 2 \/ Vigilante 4 \/ Nentyar Hunter 2","full_text":"

Speak With Plants<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Druid 3 \/ Ranger 2 \/ Vigilante 4 \/ Nentyar Hunter 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr><\/table>

\t

You can comprehend and communicate with plants, including both normal plants and plant creatures.
You are able to ask questions of and receive answers from plants.
A regular plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn't make plant creatures any more friendly or cooperative than normal.
Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments.
If a plant creature is friendly toward you, it may do some favor or service for you (as determined by the DM).<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One living creature touched per three levels","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"When you need to keep track of comrades who may get separated, _status_ allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.","short_description":"When you need to keep track of comrades who may get separated, _status_ allows you to mentally monito...","material_components":"0","name":"Status","level":"Cleric 2 \/ Healer 3","full_text":"

Status<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 2 \/ Healer 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

When you need to keep track of comrades who may get separated, status<\/em> allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.<\/p><\/p>Reference: Player's Handbook v.3.5 284<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them.\nThe stones relate complete descriptions if asked.\nA stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the DM).\nYou can speak with natural or worked stone.","short_description":"You gain the ability to speak with stones, which relate to you who or what has touched them as well a...","material_components":"0","name":"Stone Tell","level":"Druid 6 \/ Urban Druid 6","full_text":"

Stone Tell<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Druid 6 \/ Urban Druid 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr><\/table>

\t

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them.
The stones relate complete descriptions if asked.
A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the DM).
You can speak with natural or worked stone.<\/p><\/p>Reference: Player's Handbook v.3.5 284<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.\nThe subject can speak only one language at a time, although it may be able to understand several languages.\nTongues does not enable the subject to speak with creatures who don't speak.\nThe subject can make itself understood as far as its voice carries.\nThis spell does not predispose any creature addressed toward the subject in any way.\nTongues can be made permanent with a permanency spell.\nArcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.","short_description":"This spell grants the creature touched the ability to speak and understand the language of any intell...","material_components":"0","name":"Tongues","level":"Bard 2 \/ Cleric 4 \/ Sorcerer 3 \/ Wizard 3 \/ Adept 3 \/ Ebonmar Infiltrator 3 \/ Vassal of Bahamut 4 \/ Fatemaker 3 \/ Vigilante 2 \/ Wu Jen 3 \/ Sha'ir 3 \/ Urban Druid 3 \/ Jester 3 \/ Savant 3 \/ Death Master 4 \/ Court Herald 3","full_text":"

Tongues<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 4 \/ Sorcerer 3 \/ Wizard 3 \/ Adept 3 \/ Ebonmar Infiltrator 3 \/ Vassal of Bahamut 4 \/ Fatemaker 3 \/ Vigilante 2 \/ Wu Jen 3 \/ Sha'ir 3 \/ Urban Druid 3 \/ Jester 3 \/ Savant 3 \/ Death Master 4 \/ Court Herald 3<\/td><\/tr>
Components:<\/b><\/td>V, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
The subject can speak only one language at a time, although it may be able to understand several languages.
Tongues does not enable the subject to speak with creatures who don't speak.
The subject can make itself understood as far as its voice carries.
This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Divination","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":"You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.\n\nTrue seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience\/clairvoyance.\n\nMaterial Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.","short_description":"You confer on the subject the ability to see all things as they actually are.","material_components":"0","name":"True Seeing","level":"Cleric 5 \/ Druid 7 \/ Sorcerer 6 \/ Wizard 6 \/ Healer 5 \/ Adept 5 \/ Knight of the Weave 5 \/ Beguiler 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 7 \/ Urban Druid 7 \/ Court Herald 6","full_text":"

True Seeing<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 5 \/ Druid 7 \/ Sorcerer 6 \/ Wizard 6 \/ Healer 5 \/ Adept 5 \/ Knight of the Weave 5 \/ Beguiler 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 7 \/ Urban Druid 7 \/ Court Herald 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.<\/p>\n\n\t

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience\/clairvoyance.<\/p>\n\n\t

Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.<\/p><\/p>Reference: Player's Handbook v.3.5 296<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"See text","saving_throw":"","spell_resistance":"","description":"You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.\n\nFocus: A small wooden replica of an archery target.","short_description":"You gain temporary, intuitive insight into the immediate future during your next attack.","material_components":"0","name":"True Strike","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1 \/ Runescarred Berserker 1 \/ Fatemaker 1 \/ Duskblade 1 \/ Nentyar Hunter 1 \/ Thayan Slaver 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Savant 1 \/ Assassin 1","full_text":"

True Strike<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1 \/ Runescarred Berserker 1 \/ Fatemaker 1 \/ Duskblade 1 \/ Nentyar Hunter 1 \/ Thayan Slaver 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Savant 1 \/ Assassin 1<\/td><\/tr>
Components:<\/b><\/td>V, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>See text<\/td><\/tr><\/table>

\t

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.<\/p>\n\n\t

Focus: A small wooden replica of an archery target.<\/p><\/p>Reference: Player's Handbook v.3.5 296<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M, XP","casting_time":"1 standard action","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like legend lore, except that it works more quickly but produces some strain on you.\nYou pose a question about some person, place, or object, then cast the spell.\nIf the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20.\nIf only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete.\nIf only rumors are known, the DC is 30, and the information gained is vague.\nXP Cost: 100 XP.","short_description":"This spell functions like legend lore, except that it works more quickly but produces some strain on ...","material_components":"0","name":"Vision","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7","full_text":"

Vision<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<\/td><\/tr>
Components:<\/b><\/td>V, S, M, XP<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr><\/table>

\t

This spell functions like legend lore, except that it works more quickly but produces some strain on you.
You pose a question about some person, place, or object, then cast the spell.
If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20.
If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete.
If only rumors are known, the DC is 30, and the information gained is vague.
XP Cost: 100 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","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":"Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).","short_description":"Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporar...","material_components":"0","name":"Aid","level":"Cleric 2 \/ Adept 2 \/ Knight of the Chalice 2","full_text":"

Aid<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Cleric 2 \/ Adept 2 \/ Knight of the Chalice 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).<\/p><\/p>Reference: Player's Handbook v.3.5 196<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One Tiny animal","effect":"","area":"","duration":"One day\/level","saving_throw":"None; see text","spell_resistance":"Yes","description":"You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.\n\nUsing some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark (such as the peak of a distant mountain). The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.\n\nDuring this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).\n\n_Material Component:_ A morsel of food the animal likes.","short_description":"You compel a Tiny animal to go to a spot you designate.","material_components":"0","name":"Animal Messenger","level":"Bard 2 \/ Druid 2 \/ Ranger 1","full_text":"

Animal Messenger<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Druid 2 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>One day\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.<\/p>\n\n\t

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark (such as the peak of a distant mountain). The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.<\/p>\n\n\t

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).<\/p>\n\n\t

Material Component:<\/em> A morsel of food the animal likes.<\/p><\/p>Reference: Player's Handbook v.3.5 198<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Animals or magical beasts with Intelligence 1 or 2","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.\n\nA magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.\n\n*Special: When casting _animal trance_ as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.*","short_description":"Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do noth...","material_components":"0","name":"Animal Trance","level":"Bard 2 \/ Druid 2 \/ Adept 2","full_text":"

Animal Trance<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Druid 2 \/ Adept 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Concentration<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.<\/p>\n\n\t

A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.<\/p>\n\n\t

Special: When casting animal trance<\/em> as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.<\/strong><\/p><\/p>Reference: Player's Handbook v.3.5 198<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One location (up to a 10-ft. cube\/level) or one object","effect":"","area":"","duration":"2 hours\/level (D)","saving_throw":"Will partial","spell_resistance":"Yes","description":"You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasus, cloakers, or vampires. A creature subtype (such as goblinoid) is not specific enough. Likewise, the specific alignment to be repelled must be named--for example, chaotic evil, chaotic good, lawful neutral, or neutral.\n\nCreatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.\n\n_Antipathy_ counters and dispels sympathy:spells\/players-handbook-v35--6\/sympathy--2579\/.\n\n_Arcane Material Component:_ A lump of alum soaked in vinegar.","short_description":"You cause an object or location to emanate magical vibrations that repel either a specific kind of ...","material_components":"0","name":"Antipathy","level":"Druid 9 \/ Sorcerer 8 \/ Wizard 8 \/ Blighter 9 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 9","full_text":"

Antipathy<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Druid 9 \/ Sorcerer 8 \/ Wizard 8 \/ Blighter 9 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 9<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 hour<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>2 hours\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically—for example, red dragons, hill giants, wererats, lammasus, cloakers, or vampires. A creature subtype (such as goblinoid) is not specific enough. Likewise, the specific alignment to be repelled must be named—for example, chaotic evil, chaotic good, lawful neutral, or neutral.<\/p>\n\n\t

Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.<\/p>\n\n\t

Antipathy<\/em> counters and dispels sympathy<\/a>.<\/p>\n\n\t

Arcane Material Component:<\/em> A lump of alum soaked in vinegar.<\/p><\/p>Reference: Player's Handbook v.3.5 200<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"50 ft.","target":"","effect":"","area":"All enemies within 50 ft.","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. \n\nBane counters and dispels bless.","short_description":"Bane fills your enemies with fear and doubt.","material_components":"0","name":"Bane","level":"Cleric 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1 \/ Demonologist 1","full_text":"

Bane<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1 \/ Demonologist 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>50 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. <\/p>\n\n\t

Bane counters and dispels bless.<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"One minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"See text (D)","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"A binding spell creates a magical restraint to hold a creature.\nThe target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.\nYou may have as many as six assistants help you with the spell.\nFor each assistant who casts suggestion, your caster level for this casting of binding increases by 1.\nFor each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell.\nSince the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant.\nYour caster level determines whether the target gets an initial Will saving throw and how long the binding lasts.\nAll binding spells are dismissible.\nRegardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur.\nThese triggers can be as simple or elaborate as you desire, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass.\nThe conditions 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, or hit points don't qualify.\nFor example, a bound creature can be released when a lawful good creature approaches, but not when a paladin approaches.\nOnce the spell is cast, its triggering conditions cannot be changed.\nSetting a release condition increases the save DC (assuming a saving throw is allowed) by 2.\nIf you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap.\nIf you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw.\nIf the creature succeeds on this save, all the binding spells it has received are broken.\nThe binding spell has six versions.\nChoose one of the following versions when you cast the spell.\nChaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you.\nThe duration is one year per caster level.\nThe subject of this form of binding is confined to the spot it occupied when it received the spell.\nSlumber: This version causes the subject to become comatose for as long as one year per caster level.\nThe subject does not need to eat or drink while slumbering, nor does it age.\nThis form of binding is more difficult to cast than chaining, making it slightly easier to resist.\nReduce the spell's save DC by 1.\nBound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level.\nReduce the save DC by 2.\nHedged Prison: The subject is transported to or otherwise brought within a confined area (such as a labyrinth) from which it cannot wander by any means.\nThe effect is permanent.\nReduce the save DC by 3.\nMetamorphosis: The subject assumes gaseous form, except for its head or face.\nIt is held harmless in a jar or other container, which may be transparent if you so choose.\nThe creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities.\nThe binding is permanent.\nThe subject does not need to breathe, eat, or drink while metamorphosed, nor does it age.\nReduce the save DC by 4.\nMinimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object.\nThe binding is permanent.\nThe subject does not need to breathe, eat, or drink while contained, nor does it age.\nReduce the save DC by 4.\nYou can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen's disjunction affects it normally.\nA bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.\nComponents: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used.\nThese components can include such items as miniature chains of special metals (silver for lycanthropes, cold iron for demons, and so forth), soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.\nIn addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.","short_description":"A binding spell creates a magical restraint to hold a creature.","material_components":"0","name":"Binding","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8","full_text":"

Binding<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>One minute<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>See text (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A binding spell creates a magical restraint to hold a creature.
The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.
You may have as many as six assistants help you with the spell.
For each assistant who casts suggestion, your caster level for this casting of binding increases by 1.
For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell.
Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant.
Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts.
All binding spells are dismissible.
Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur.
These triggers can be as simple or elaborate as you desire, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass.
The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities.
Intangibles such as level, class, Hit Dice, or hit points don't qualify.
For example, a bound creature can be released when a lawful good creature approaches, but not when a paladin approaches.
Once the spell is cast, its triggering conditions cannot be changed.
Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap.
If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw.
If the creature succeeds on this save, all the binding spells it has received are broken.
The binding spell has six versions.
Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you.
The duration is one year per caster level.
The subject of this form of binding is confined to the spot it occupied when it received the spell.
Slumber: This version causes the subject to become comatose for as long as one year per caster level.
The subject does not need to eat or drink while slumbering, nor does it age.
This form of binding is more difficult to cast than chaining, making it slightly easier to resist.
Reduce the spell's save DC by 1.
Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level.
Reduce the save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a confined area (such as a labyrinth) from which it cannot wander by any means.
The effect is permanent.
Reduce the save DC by 3.
Metamorphosis: The subject assumes gaseous form, except for its head or face.
It is held harmless in a jar or other container, which may be transparent if you so choose.
The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities.
The binding is permanent.
The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age.
Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object.
The binding is permanent.
The subject does not need to breathe, eat, or drink while contained, nor does it age.
Reduce the save DC by 4.
You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen's disjunction affects it normally.
A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.
Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used.
These components can include such items as miniature chains of special metals (silver for lycanthropes, cold iron for demons, and so forth), soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.<\/p><\/p>Reference: Player's Handbook v.3.5 204<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"50 ft.","target":"","effect":"","area":"The caster and all allies within a 50-ft. burst, centered on the caster","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"Bless fills your allies with courage.\nEach ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\nBless counters and dispels bane.","short_description":"Bless fills your allies with courage.","material_components":"0","name":"Bless","level":"Cleric 1 \/ Paladin 1 \/ Adept 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Death Delver 1 \/ Savant 1","full_text":"

Bless<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Paladin 1 \/ Adept 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Death Delver 1 \/ Savant 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>50 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Bless fills your allies with courage.
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.<\/p><\/p>Reference: Player's Handbook v.3.5 205<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Animals within 30 ft. of each other","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"This spell soothes and quiets animals, rendering them docile and harmless.\nOnly ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.\nAll the subjects must be of the same kind, and no two may be more than 30 feet apart.\nThe maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.\nA dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.\n(A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog).\nThe affected creatures remain where they are and do not attack or flee.\nThey are not helpless and defend themselves normally if attacked.\nAny threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.","short_description":"This spell soothes and quiets animals, rendering them docile and harmless.","material_components":"0","name":"Calm Animals","level":"Druid 1 \/ Ranger 1","full_text":"

Calm Animals<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell soothes and quiets animals, rendering them docile and harmless.
Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.
All the subjects must be of the same kind, and no two may be more than 30 feet apart.
The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.
A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
(A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog).
The affected creatures remain where they are and do not attack or flee.
They are not helpless and defend themselves normally if attacked.
Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Creatures in a 20-ft.-radius spread","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell calms agitated creatures.\nYou have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling.\nCreatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.\nAny aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.\nThis spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability.\nIt also suppresses any fear effects and removes the confused condition from all targets.\nWhile the spell lasts, a suppressed spell or effect has no effect.\nWhen the calm emotions spell ends, the original spell or\neffect takes hold of the creature again, provided that its duration has not expired in the meantime.","short_description":"This spell calms agitated creatures.","material_components":"0","name":"Calm Emotions","level":"Bard 2 \/ Cleric 2 \/ Healer 2 \/ Savant 2 \/ Urban Druid 2","full_text":"

Calm Emotions<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 2 \/ Healer 2 \/ Savant 2 \/ Urban Druid 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Concentration, up to 1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell calms agitated creatures.
You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling.
Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.
Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability.
It also suppresses any fear effects and removes the confused condition from all targets.
While the spell lasts, a suppressed spell or effect has no effect.
When the calm emotions spell ends, the original spell or
effect takes hold of the creature again, provided that its duration has not expired in the meantime.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"","casting_time":"","range":"","target":"One animal","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like charm person, except that it affects a creature of the animal type.\nSee the Monster Manual for more information on creature types.","short_description":"This spell functions like charm person, except that it affects a creature of the animal type.","material_components":"0","name":"Charm Animal","level":"Druid 1 \/ Ranger 1","full_text":"

Charm Animal<\/h5><\/p>
Enchantment (Charm)<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr><\/table>

\t

This spell functions like charm person, except that it affects a creature of the animal type.
See the Monster Manual for more information on creature types.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"One day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell functions like _charm person_:spells\/players-handbook-v35--6\/charm-person--2535\/, except that the effect is not restricted by creature type or size.","short_description":"This spell functions like _charm person_:spells\/players-handbook-v35--6\/charm-person--2535\/, except t...","material_components":"0","name":"Charm Monster","level":"Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Fatemaker 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Urban Druid 3 \/ Sha'ir 4 \/ Death Master 4 \/ Jester 4","full_text":"

Charm Monster<\/h5><\/p>
Enchantment (Charm)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Fatemaker 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Urban Druid 3 \/ Sha'ir 4 \/ Death Master 4 \/ Jester 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>One day\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell functions like charm person<\/em><\/a>, except that the effect is not restricted by creature type or size.<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V","casting_time":"1 standard action","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":"One day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell functions like _charm monster_:spells\/players-handbook-v35--6\/charm-monster--2533\/, except that _mass charm monster_ affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.","short_description":"This spell functions like _charm monster_:spells\/players-handbook-v35--6\/charm-monster--2533\/, except...","material_components":"0","name":"Charm Monster, Mass","level":"Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"

Charm Monster, Mass<\/h5><\/p>
Enchantment (Charm)<\/td><\/tr>
Level:<\/b><\/td>Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>One day\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell functions like charm monster<\/em><\/a>, except that mass charm monster<\/em> affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.\n\nThe spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for just a few seconds. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.","short_description":"This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's at...","material_components":"0","name":"Charm Person","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Knight of the Weave 1 \/ Fatemaker 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Jester 1 \/ Urban Druid 1 \/ Sha'ir 1","full_text":"

Charm Person<\/h5><\/p>
Enchantment (Charm)<\/td><\/tr>
Level:<\/b><\/td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Knight of the Weave 1 \/ Fatemaker 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Jester 1 \/ Urban Druid 1 \/ Sha'ir 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC<\/span> Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.<\/p>\n\n\t

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds". Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.\n\n_Approach:_ On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\n\n_Drop:_ On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.\n\n_Fall:_ On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.\n\n_Flee:_ On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\n\n_Halt:_ The subject stands in place for 1 round. It may not take any actions but is not considered helpless. \n\nIf the subject can't carry out your command on its next turn, the spell automatically fails.","short_description":"You give the subject a single command, which it obeys to the best of its ability at its earliest oppo...","material_components":"0","name":"Command","level":"Cleric 1 \/ Adept 1 \/ Knight of the Weave 1 \/ Thayan Slaver 1 \/ Death Master 1 \/ Jester 1","full_text":"

Command<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Adept 1 \/ Knight of the Weave 1 \/ Thayan Slaver 1 \/ Death Master 1 \/ Jester 1<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.<\/p>\n\n\t

Approach:<\/em> On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.<\/p>\n\n\t

Drop:<\/em> On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.<\/p>\n\n\t

Fall:<\/em> On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.<\/p>\n\n\t

Flee:<\/em> On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.<\/p>\n\n\t

Halt:<\/em> The subject stands in place for 1 round. It may not take any actions but is not considered helpless. <\/p>\n\n\t

If the subject can't carry out your command on its next turn, the spell automatically fails.<\/p><\/p>Reference: Player's Handbook v.3.5 211<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like _command_:spells\/players-handbook-v35--6\/command--2536\/, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.","short_description":"This spell functions like _command_:spells\/players-handbook-v35--6\/command--2536\/, except that up to ...","material_components":"0","name":"Command, Greater","level":"Cleric 5 \/ Thayan Slaver 3 \/ Death Master 5 \/ Jester 5","full_text":"

Command, Greater<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Cleric 5 \/ Thayan Slaver 3 \/ Death Master 5 \/ Jester 5<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr><\/table>

\t

This spell functions like command<\/em><\/a>, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.<\/p><\/p>Reference: Player's Handbook v.3.5 211<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"All creatures in a 15-ft. radius burst","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes the targets to become confused, making them unable to independently determine what they will do.\n\nRoll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.\n\n|_. d% |_. Behavior |\n| 01--10 | Attack caster with melee or ranged weapons (or close with caster if attack is not possible). |\n| 11--20 | Act normally. |\n| 21--50 | Do nothing but babble incoherently. |\n| 51--70 | Flee away from caster at top possible speed. |\n| 71--100 | Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). |\n\nA confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).\n\nArcane Material Component: A set of three nut shells.","short_description":"This spell causes the targets to become confused, making them unable to independently determine what ...","material_components":"0","name":"Confusion","level":"Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Telflammar Shadowlord 3 \/ Wu Jen 4 \/ Jester 3 \/ Sha'ir 4 \/ Court Herald 4","full_text":"

Confusion<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Telflammar Shadowlord 3 \/ Wu Jen 4 \/ Jester 3 \/ Sha'ir 4 \/ Court Herald 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell causes the targets to become confused, making them unable to independently determine what they will do.<\/p>\n\n\t

Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.<\/p>\n\n\t\n\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t
d% <\/th>\n\t\t\tBehavior <\/th>\n\t\t<\/tr>\n\t\t
01—10 <\/td>\n\t\t\t Attack caster with melee or ranged weapons (or close with caster if attack is not possible). <\/td>\n\t\t<\/tr>\n\t\t
11—20 <\/td>\n\t\t\t Act normally. <\/td>\n\t\t<\/tr>\n\t\t
21—50 <\/td>\n\t\t\t Do nothing but babble incoherently. <\/td>\n\t\t<\/tr>\n\t\t
51—70 <\/td>\n\t\t\t Flee away from caster at top possible speed. <\/td>\n\t\t<\/tr>\n\t\t
71—100 <\/td>\n\t\t\t Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).<\/p>\n\n\t

Arcane Material Component: A set of three nut shells.<\/p><\/p>Reference: Player's Handbook v.3.5 212<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell causes a single creature to become confused for 1 round.\nSee the confusion spell, above, to determine the exact effect on the subject.","short_description":"This spell causes a single creature to become confused for 1 round.","material_components":"0","name":"Confusion, Lesser","level":"Bard 1","full_text":"

Confusion, Lesser<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr><\/table>

\t

This spell causes a single creature to become confused for 1 round.
See the confusion spell, above, to determine the exact effect on the subject.<\/p><\/p>Reference: Player's Handbook v.3.5 212<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"An invisible cone of despair causes great sadness in the subjects.\nEach affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.\nCrushing despair counters and dispels good hope.\nMaterial Component: A vial of tears.","short_description":"An invisible cone of despair causes great sadness in the subjects.","material_components":"0","name":"Crushing Despair","level":"Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Jester 3 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 3","full_text":"

Crushing Despair<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Jester 3 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

An invisible cone of despair causes great sadness in the subjects.
Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature of 6 HD or less","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like daze, but daze monster can affect any one living creature of any type.\nCreatures of 7 or more HD are not affected.","short_description":"This spell functions like daze, but daze monster can affect any one living creature of any type.","material_components":"0","name":"Daze Monster","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Fatemaker 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2","full_text":"

Daze Monster<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Fatemaker 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr><\/table>

\t

This spell functions like daze, but daze monster can affect any one living creature of any type.
Creatures of 7 or more HD are not affected.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature of 4 HD or less","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.\nHumanoids of 5 or more HD are not affected.\nA dazed subject is not stunned, so attackers get no special advantage against it.\nMaterial Component: A pinch of wool or similar substance.","short_description":"This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no ...","material_components":"0","name":"Daze","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Death Master 0","full_text":"

Daze<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Death Master 0<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Humanoids of 5 or more HD are not affected.
A dazed subject is not stunned, so attackers get no special advantage against it.
Material Component: A pinch of wool or similar substance.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like sleep, except that it affects 10 HD of creatures.","short_description":"This spell functions like sleep, except that it affects 10 HD of creatures.","material_components":"0","name":"Deep Slumber","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Beguiler 3 \/ Death Delver 3 \/ Sha'ir 3 \/ Death Master 3","full_text":"

Deep Slumber<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Beguiler 3 \/ Death Delver 3 \/ Sha'ir 3 \/ Death Master 3<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr><\/table>

\t

This spell functions like sleep, except that it affects 10 HD of creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will partial","spell_resistance":"Yes","description":"This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out.\nA successful Will save negates the suggestion effect but not the contact itself.\nThe demand, if received, is understood even if the subject's Intelligence score is as low as 1.\nIf the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.\nThe demand's message to the creature must be twenty-five words or less, including the suggestion.\nThe creature can also give a short reply immediately.\nMaterial Component: A short piece of copper wire and some small part of the subject--a hair, a bit of nail, or the like.","short_description":"This spell functions like sending, but the message can also contain a suggestion (see the suggestion ...","material_components":"0","name":"Demand","level":"Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8","full_text":"

Demand<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out.
A successful Will save negates the suggestion effect but not the contact itself.
The demand, if received, is understood even if the subject's Intelligence score is as low as 1.
If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.
The demand's message to the creature must be twenty-five words or less, including the suggestion.
The creature can also give a short reply immediately.
Material Component: A short piece of copper wire and some small part of the subject—a hair, a bit of nail, or the like.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can enchant an animal and direct it with simple commands such as Attack, Run, and Fetch.\nSuicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.\nDominate animal establishes a mental link between you and the subject creature.\nThe animal can be directed by silent mental command as long as it remains in range.\nYou need not see the creature to control it.\nYou do not receive direct sensory input from the creature, but you know what it is experiencing.\nBecause you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension.\nYou need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do.\nChanging your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.","short_description":"You can enchant an animal and direct it with simple commands such as Attack, Run, and Fetch.","material_components":"0","name":"Dominate Animal","level":"Druid 3","full_text":"

Dominate Animal<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Druid 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You can enchant an animal and direct it with simple commands such as "Attack", "Run", and "Fetch".
Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between you and the subject creature.
The animal can be directed by silent mental command as long as it remains in range.
You need not see the creature to control it.
You do not receive direct sensory input from the creature, but you know what it is experiencing.
Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension.
You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do.
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.<\/p><\/p>Reference: Player's Handbook v.3.5 224<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"","range":"","target":"One creature","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dominate person, except that the spell is not restricted by creature type.","short_description":"This spell functions like dominate person, except that the spell is not restricted by creature type.","material_components":"0","name":"Dominate Monster","level":"Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"

Dominate Monster<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr><\/table>

\t

This spell functions like dominate person, except that the spell is not restricted by creature type.<\/p><\/p>Reference: Player's Handbook v.3.5 224<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid","effect":"","area":"","duration":"One day\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.\nIf you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities.\nIf no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still.\nYou know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.\nOnce you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).\nBecause of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).\nChanging your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.\nBy concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you.\nYou can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on (the subject is walking through a smelly courtyard, the subject is talking to a guard, the guard looks suspicious, and so forth).\nSubjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.\nObviously self-destructive orders are not carried out.\nOnce control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.\nYou need not see the subject to control it.\nIf you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.\nProtection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.","short_description":"You can control the actions of any humanoid creature through a telepathic link that you establish wit...","material_components":"0","name":"Dominate Person","level":"Bard 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Thayan Slaver 3 \/ Wu Jen 5 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Court Herald 5","full_text":"

Dominate Person<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Thayan Slaver 3 \/ Wu Jen 5 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Court Herald 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>One day\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities.
If no common language exists, you can communicate only basic commands, such as "Come here", "Go there", "Fight", and "Stand still".
You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you.
You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on (the subject is walking through a smelly courtyard, the subject is talking to a guard, the guard looks suspicious, and so forth).
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.
Obviously self-destructive orders are not carried out.
Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.
You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.<\/p><\/p>Reference: Player's Handbook v.3.5 224<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"Any number of creatures","effect":"","area":"","duration":"1 hour or less","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"If you have the attention of a group of creatures, you can use this spell to hold them spellbound.\nTo cast the spell, you must speak or sing without interruption for 1 full round.\nThereafter, those affected give you their undivided attention, ignoring their surroundings.\nThey are considered to have an attitude of friendly while under the effect of the spell (see the Dungeon Master's Guide for information about NPC attitudes).\nAny potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.\nA creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent.\nIt gains a new saving throw if it witnesses actions that it opposes.\nThe effect lasts as long as you speak or sing, to a maximum of 1 hour.\nThose enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance.\nThose entering the area during the performance must also successfully save or become enthralled.\nThe speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.\nIf those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling.\nFor this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist (as described in Aid Another, page 65).\nThe heckling ends the spell if this check result beats your Charisma check result.\nOnly one such challenge is allowed per use of the spell.\nIf any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you.\nEach creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.","short_description":"If you have the attention of a group of creatures, you can use this spell to hold them spellbound.","material_components":"0","name":"Enthrall","level":"Bard 2 \/ Cleric 2 \/ Jester 2 \/ Urban Druid 2","full_text":"

Enthrall<\/h5><\/p>
Enchantment (Charm)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 2 \/ Jester 2 \/ Urban Druid 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 hour or less<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

If you have the attention of a group of creatures, you can use this spell to hold them spellbound.
To cast the spell, you must speak or sing without interruption for 1 full round.
Thereafter, those affected give you their undivided attention, ignoring their surroundings.
They are considered to have an attitude of friendly while under the effect of the spell (see the Dungeon Master's Guide for information about NPC<\/span> attitudes).
Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent.
It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour.
Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance.
Those entering the area during the performance must also successfully save or become enthralled.
The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling.
For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist (as described in Aid Another, page 65).
The heckling ends the spell if this check result beats your Charisma check result.
Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you.
Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.<\/p><\/p>Reference: Player's Handbook v.3.5 227<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1, giving it roughly the intellect of a lizard.\nThe affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently.\nStill, it knows who its friends are and can follow them and even protect them.\nThe subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind.\nA creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.\nMaterial Component: A handful of clay, crystal, glass, or mineral spheres.","short_description":"If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1...","material_components":"0","name":"Feeblemind","level":"Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5","full_text":"

Feeblemind<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1, giving it roughly the intellect of a lizard.
The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently.
Still, it knows who its friends are and can follow them and even protect them.
The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind.
A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
Material Component: A handful of clay, crystal, glass, or mineral spheres.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/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 with 7 HD or less","effect":"","area":"","duration":"One day\/level or until discharged (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you.\nThe creature must have 7 or fewer Hit Dice and be able to understand you.\nWhile a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.\nThe geased creature must follow the given instructions until the geas is completed, no matter how long it takes.\nIf the instructions involve some open-ended task that the recipient cannot complete through his 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.\nA clever recipient can subvert some instructions: For example, if you order the recipient to protect you from all harm, it might place you in a nice, safe dungeon for the duration of the spell.\nIf the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores.\nEach day, another -2 penalty accumulates, up to a total of -\n8.\nNo ability score can be reduced to less than 1 by this effect.\nThe ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.\nA lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish.\nDispel magic does not affect a lesser geas.","short_description":"A lesser geas places a magical command on a creature to carry out some service or to refrain from som...","material_components":"0","name":"Geas, Lesser","level":"Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4","full_text":"

Geas, Lesser<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>One day\/level or until discharged (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you.
The creature must have 7 or fewer Hit Dice and be able to understand you.
While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his 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.
A clever recipient can subvert some instructions: For example, if you order the recipient to protect you from all harm, it might place you in a nice, safe dungeon for the duration of the spell.
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores.
Each day, another -2 penalty accumulates, up to a total of – 8.
No ability score can be reduced to less than 1 by this effect.
The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish.
Dispel magic does not affect a lesser geas.<\/p><\/p>Reference: Player's Handbook v.3.5 235<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"10 minutes","range":"","target":"One living creature","effect":"","area":"","duration":"","saving_throw":"None","spell_resistance":"","description":"This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.\nInstead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas\/quest.\nAdditionally, each day it must make a Fortitude saving throw or become sickened.\nThese effects end 24 hours after the creature attempts to resume the geas\/quest.\nA remove curse spell ends a geas\/quest spell only if its caster level is at least two higher than your caster level.\nBreak enchantment does not end a geas\/quest, but limited wish, miracle, and wish do.\nBards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.","short_description":"This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows...","material_components":"0","name":"Geas\/quest","level":"Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Dread Necromancer 6","full_text":"

Geas\/quest<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Dread Necromancer 6<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr><\/table>

\t

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas\/quest.
Additionally, each day it must make a Fortitude saving throw or become sickened.
These effects end 24 hours after the creature attempts to resume the geas\/quest.
A remove curse spell ends a geas\/quest spell only if its caster level is at least two higher than your caster level.
Break enchantment does not end a geas\/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.<\/p><\/p>Reference: Player's Handbook v.3.5 234<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature\/level, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell instills powerful hope in the subjects.\nEach affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.\nGood hope counters and dispels crushing despair.","short_description":"This spell instills powerful hope in the subjects.","material_components":"0","name":"Good Hope","level":"Bard 3 \/ Wu Jen 4","full_text":"

Good Hope<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Wu Jen 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

This spell instills powerful hope in the subjects.
Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.<\/p><\/p>Reference: Player's Handbook v.3.5 237<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","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 imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.","short_description":"This spell imbues a single creature with great bravery and morale in battle.","material_components":"0","name":"Heroism","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3","full_text":"

Heroism<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.<\/p><\/p>Reference: Player's Handbook v.3.5 240<\/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":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell functions like _heroism_:spells\/players-handbook-v35--6\/heroism--2553\/, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).","short_description":"This spell functions like _heroism_:spells\/players-handbook-v35--6\/heroism--2553\/, except the creatur...","material_components":"0","name":"Heroism, Greater","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6","full_text":"

Heroism, Greater<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 min.\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

This spell functions like heroism<\/em><\/a>, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).<\/p><\/p>Reference: Player's Handbook v.3.5 240<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"","range":"","target":"One animal","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like hold person, except that it affects an animal instead of a humanoid.","short_description":"This spell functions like hold person, except that it affects an animal instead of a humanoid.","material_components":"0","name":"Hold Animal","level":"Druid 2 \/ Ranger 2","full_text":"

Hold Animal<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Druid 2 \/ Ranger 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr><\/table>

\t

This spell functions like hold person, except that it affects an animal instead of a humanoid.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"","range":"","target":"One living creature","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like hold person, except that it affects any living creature that fails its Will save.\nArcane Material Component:One hard metal bar or rod, which can be as small as a three-penny nail.","short_description":"This spell functions like hold person, except that it affects any living creature that fails its Will...","material_components":"0","name":"Hold Monster","level":"Bard 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Duskblade 5 \/ Thayan Slaver 3 \/ Wu Jen 5 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Jester 5","full_text":"

Hold Monster<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Duskblade 5 \/ Thayan Slaver 3 \/ Wu Jen 5 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Jester 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr><\/table>

\t

This spell functions like hold person, except that it affects any living creature that fails its Will save.
Arcane Material Component:One hard metal bar or rod, which can be as small as a three-penny nail.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","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 hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.","short_description":"This spell functions like hold person, except that it affects multiple creatures and holds any living...","material_components":"0","name":"Hold Monster, Mass","level":"Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"

Hold Monster, Mass<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Sha'ir 9 \/ Death Master 9<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr><\/table>

\t

This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid creature","effect":"","area":"","duration":"1 round\/level (D); see text","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"The subject becomes paralyzed and freezes in place.\nIt is aware and breathes normally but cannot take any actions, even speech.\nEach round on its turn, the subject may attempt a new saving throw to end the effect.\n(This is a full-round action that does not provoke attacks of opportunity).\nA winged creature who is paralyzed cannot flap its wings and falls.\nA swimmer can't swim and may drown.\nArcane Focus: A small, straight piece of iron.","short_description":"The subject becomes paralyzed and freezes in place.","material_components":"0","name":"Hold Person","level":"Bard 2 \/ Cleric 2 \/ Sorcerer 3 \/ Wizard 3 \/ Beguiler 3 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Death Master 2 \/ Urban Druid 2 \/ Sha'ir 3","full_text":"

Hold Person<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 2 \/ Sorcerer 3 \/ Wizard 3 \/ Beguiler 3 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Death Master 2 \/ Urban Druid 2 \/ Sha'ir 3<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D); see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The subject becomes paralyzed and freezes in place.
It is aware and breathes normally but cannot take any actions, even speech.
Each round on its turn, the subject may attempt a new saving throw to end the effect.
(This is a full-round action that does not provoke attacks of opportunity).
A winged creature who is paralyzed cannot flap its wings and falls.
A swimmer can't swim and may drown.
Arcane Focus: A small, straight piece of iron.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"One or more humanoid creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like hold person, except as noted above.","short_description":"This spell functions like hold person, except as noted above.","material_components":"0","name":"Hold Person, Mass","level":"Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Death Master 7","full_text":"

Hold Person, Mass<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Death Master 7<\/td><\/tr>
Components:<\/b><\/td><\/td><\/tr><\/table>

\t

This spell functions like hold person, except as noted above.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Several living creatures, no two of which may be more than 30 ft. apart","duration":"2d4 rounds (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.\n\nIf you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.\n\nWhile the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude (see Influencing NPC Attitudes, page 72). This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it.","short_description":"Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blan...","material_components":"0","name":"Hypnotism","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Beguiler 1 \/ Jester 1 \/ Sha'ir 1","full_text":"

Hypnotism<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Beguiler 1 \/ Jester 1 \/ Sha'ir 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>2d4 rounds (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.<\/p>\n\n\t

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.<\/p>\n\n\t

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude (see Influencing NPC<\/span> Attitudes, page 72). This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it.<\/p><\/p>Reference: Player's Handbook v.3.5 242<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"The affected creature suffers from a continuous _confusion_:spells\/players-handbook-v35--6\/confusion--2538\/ effect, as the spell.\n\nRemove curse does not remove insanity. _Greater restoration_:spells\/players-handbook-v35--6\/restoration-greater--2431\/, _heal_:spells\/players-handbook-v35--6\/heal--2398\/, _limited wish_:spells\/players-handbook-v35--6\/limited-wish--2899\/, _miracle_:spells\/players-handbook-v35--6\/miracle--2633\/, or _wish_:spells\/players-handbook-v35--6\/wish--2902\/ can restore the creature.","short_description":"The affected creature suffers from a continuous _confusion_:spells\/players-handbook-v35--6\/confusion-...","material_components":"0","name":"Insanity","level":"Sorcerer 7 \/ Wizard 7 \/ Jester 6 \/ Sha'ir 7","full_text":"

Insanity<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 7 \/ Wizard 7 \/ Jester 6 \/ Sha'ir 7<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The affected creature suffers from a continuous confusion<\/em><\/a> effect, as the spell.<\/p>\n\n\t

Remove curse does not remove insanity. Greater restoration<\/em><\/a>, heal<\/em><\/a>, limited wish<\/em><\/a>, miracle<\/em><\/a>, or wish<\/em><\/a> can restore the creature.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium(100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Living creatures within a 10-ft.-radius burst","duration":"Concentration + 1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect.\nLullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.","short_description":"Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penal...","material_components":"0","name":"Lullaby","level":"Bard 0","full_text":"

Lullaby<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 0<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium(100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Concentration + 1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect.
Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","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":"30 minutes and 2d6 rounds; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.\nCreatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves.\n(A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog).\nAffected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.\nThe fog is stationary and lasts for 30 minutes (or until dispersed by wind).\nA moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.\nThe fog is thin and does not significantly hamper vision.","short_description":"Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.","material_components":"0","name":"Mind Fog","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Thayan Slaver 4 \/ Sha'ir 5 \/ Jester 5","full_text":"

Mind Fog<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Thayan Slaver 4 \/ Sha'ir 5 \/ Jester 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Fog spreads in 20-ft. radius, 20 ft. high<\/td><\/tr>
Duration:<\/b><\/td>30 minutes and 2d6 rounds; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.
Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves.
(A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog).
Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin and does not significantly hamper vision.<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 round; see text","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.\n* Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas\/quest, suggestion, or similar spells.\n* Allow the subject to recall with perfect clarity an event it actually experienced.\n** For instance, it could recall every word from a 5-minute conversation or every detail from a passage in a book. \n* Change the details of an event the subject actually experienced.\n* Implant a memory of an event the subject never experienced.\nCasting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.\n\nA modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory, such as the subject recalling how much it enjoyed drinking poison, is dismissed by the creature as a bad dream or a memory muddied by too much wine.\n\nMore useful applications of modify memory include implanting memories of friendly encounters with you (inclining the subject to act favorably toward you), changing the details of orders given to the subject by a superior, or causing the subject to forget that it ever saw you or your party.\n\nThe DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject.","short_description":"You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the follo...","material_components":"0","name":"Modify Memory","level":"Bard 4 \/ Ebonmar Infiltrator 4","full_text":"

Modify Memory<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Ebonmar Infiltrator 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round; see text<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Permanent<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.\n\t