
[[],[{"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":"<div><p><h5>Guidance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Adept 0 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues the subject with a touch of divine guidance.<br \/>The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.<br \/>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":"<div><p><h5>Identify<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Death Master 1 \/ Savant 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>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).<br \/>Identify does not function when used on an artifact (see the Dungeon Master&#39;s Guide for details on artifacts).<br \/>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":"<div><p><h5>Know Direction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Druid 0 \/ Vigilante 1 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You instantly know the direction of north from your current position.<br \/>The spell is effective in any environment in which &quot;north&quot;<br \/>exists, but it may not work in extraplanar settings.<br \/>Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you<br \/>don&#39;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":"<div><p><h5>Legend Lore<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 6 \/ Wizard 6 \/ Vigilante 4 \/ Urban Druid 4 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>Legend lore brings to your mind legends about an important person, place, or thing.<br \/>If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4&#215;10 minutes.<br \/>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).<br \/>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).<br \/>During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth.<br \/>When completed, the divination brings legends (if any) about the person, place, or things to your mind.<br \/>These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known.<br \/>If the person, place, or thing is not of legendary importance, you gain no information.<br \/>As a rule of thumb, characters who are 11th level and higher are &quot;legendary&quot;, as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.<br \/>Examples of legend lore results include the following.<br \/>A divination about a mysterious magic axe you have at hand: &quot;Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones.<br \/>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 &#39;Rudnogg&#39;<br \/>on the lips&quot;.<br \/>A divination about a legendary paladin about whom you know many details: &quot;Vanashon has been denied the glory of death and the duty of life.<br \/>He waits patiently beneath the Forbidden Mountain&quot;.<br \/>(The paladin has been turned to stone in the caverns under the mountain).<br \/>A divination about ancient ruins about which you have only a passing reference in a partially damaged tome: &quot;The sorcerer who called herself Ryth built a library without words and a temple without gods.<br \/>Those who read and those who pray tore it down in a night and a day&quot;.<br \/>(These clues may be enough for you to find out more and get details you need to cast a better legend lore).<br \/>Material Component: Incense worth at least 250 gp.<br \/>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":"<div><p><h5>Locate Creature<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Vigilante 4 \/ Beguiler 4 \/ Thayan Slaver 4 \/ Wu Jen 4 \/ Urban Druid 4 \/ Savant 4 \/ Sha'ir 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like locate object, except this spell locates a known or familiar creature.<br \/>You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range.<br \/>You also know in which direction the creature is moving, if any.<br \/>The spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you.<br \/>It cannot find a creature of a certain type (such as humanoid or animal).<br \/>To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.<br \/>Running water blocks the spell.<br \/>It cannot detect objects.<br \/>It can be fooled by mislead, nondetection, and polymorph spells.<br \/>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":"<div><p><h5>Locate Object<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You sense the direction of a well-known or clearly visualized object.<br \/>The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder.<br \/>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.<br \/>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.<br \/>You cannot specify a unique item (such as &quot;Baron Vulden&#39;s signet ring&quot;) unless you have observed that particular item firsthand (not through divination).<br \/>The spell is blocked by even a thin sheet of lead.<br \/>Creatures cannot be found by this spell.<br \/>Polymorph any object fools it.<br \/>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":"<div><p><h5>Moment of Prescience<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you a powerful sixth sense in relation to yourself.<br \/>Once during the spell&#39;s duration, you may choose to use its effect.<br \/>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.<br \/>Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed).<br \/>Activating the effect doesn&#39;t take an action; you can even activate it on another character&#39;s turn if needed.<br \/>You must choose to use the moment of prescience before you make the roll it is to modify.<br \/>Once used, the spell ends.<br \/>You can&#39;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":"<div><p><h5>Prying Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>One mile<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ten or more levitating eyes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level; see text (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a number of semitangible, visible magical orbs (called &quot;eyes&quot;) 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<p>While the individual eyes are quite fragile, they&#39;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<p>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<p>A sample command: &quot;Surround me at a range of four hundred feet and return if you spot any dangerous creatures&quot;. The phrase &quot;Surround me&quot; 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 &quot;peasant&quot; that is actually a shapechanged dragon wouldn&#39;t trigger an eye&#39;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<p>Another sample command: &quot;Spread out and search the town for Arweth. Follow him for three minutes, staying out of sight, and then return&quot;. The phrase &quot;Spread out&quot; 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<p>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<p>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<p>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&#39;t know if the eye was destroyed because it wandered out of range or because of some other event.<\/p>\n\n\t<p>The eyes exist for up to 1 hour per caster level or until they return to you. <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>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<p>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":"<div><p><h5>Prying Eyes, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like 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.<br \/>Thus, they can navigate darkened areas at full normal speed.<br \/>Also, a greater prying eye&#39;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":"<div><p><h5>Rary's Telepathic Bond<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>Each creature included in the link is linked to all the others.<br \/>The creatures can communicate telepathically through the bond regardless of language.<br \/>No special power or influence is established as a result of the bond.<br \/>Once the bond is formed, it works over any distance (although not from one plane to another).<br \/>If desired, you may leave yourself out of the telepathic bond forged.<br \/>This decision must be made at the time of casting.<br \/>Rary&#39;s telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.<br \/>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":"<div><p><h5>Read Magic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ 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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>By means of read magic, you can decipher magical inscriptions on objects&#8212;books, scrolls, weapons, and the like&#8212;that would otherwise be unintelligible.<br \/>This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.<br \/>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.<br \/>You can read at the rate of one page (250 words) per minute.<br \/>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).<br \/>Read magic can be made permanent with a permanency spell.<br \/>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":"<div><p><h5>Scrying<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination (Scrying)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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<table>\n\t\t<tr>\n\t\t\t<th>Knowledge <\/th>\n\t\t\t<th>Will Save Modifier <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> None <sup>1<\/sup> <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Secondhand (you have heard of the subject) <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Firsthand (you have met the subject) <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Familiar (you know the subject well) <\/td>\n\t\t\t<td> &#8212;5 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><sup>1<\/sup> You must have some sort of connection to a creature you have no knowledge of. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Connection <\/th>\n\t\t\t<th>Will Save Modifier <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Likeness or picture <\/td>\n\t\t\t<td> &#8212;2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Possession or garment <\/td>\n\t\t\t<td> &#8212;4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Body part, lock of hair, bit of nail, etc. <\/td>\n\t\t\t<td> &#8212;10 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>If the save fails, you can see and hear the subject and the subject&#39;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<p>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<p>If the save succeeds, you can&#39;t attempt to scry on that subject again for at least 24 hours.<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.<\/p>\n\n\t<p><em>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<p><em>Cleric Focus:<\/em> A holy water font costing not less than 100 gp.<\/p>\n\n\t<p><em>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":"<div><p><h5>Scrying, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination (Scrying)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/scrying--2512\/><em>scrying<\/em><\/a>, except as noted above. Additionally, all of the following spells function reliably through the sensor: <a href=\/spells\/players-handbook-v35--6\/detect-chaos--2485\/><em>detect chaos<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/detect-good--2487\/><em>detect good<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/detect-law--2488\/><em>detect law<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/><em>detect magic<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/message--2843\/><em>message<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/read-magic--2511\/><em>read magic<\/em><\/a>, and <a href=\/spells\/players-handbook-v35--6\/tongues--2519\/><em>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":"<div><p><h5>See Invisibility<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>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<p>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<p>See invisibility can be made permanent with a permanency spell.<\/p>\n\n\t<p>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":"<div><p><h5>Speak With Animals<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Druid 1 \/ Ranger 1 \/ Healer 1 \/ Vigilante 3 \/ Nentyar Hunter 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You can comprehend and communicate with animals.<br \/>You are able to ask questions of and receive answers from animals, although the spell doesn&#39;t make them any more friendly or cooperative than normal.<br \/>Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments.<br \/>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":"<div><p><h5>Speak With Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Druid 3 \/ Ranger 2 \/ Vigilante 4 \/ Nentyar Hunter 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>You can comprehend and communicate with plants, including both normal plants and plant creatures.<br \/>You are able to ask questions of and receive answers from plants.<br \/>A regular plant&#39;s sense of its surroundings is limited, so it won&#39;t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.<br \/>The spell doesn&#39;t make plant creatures any more friendly or cooperative than normal.<br \/>Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments.<br \/>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":"<div><p><h5>Status<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Healer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When you need to keep track of comrades who may get separated, <em>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":"<div><p><h5>Stone Tell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>The stones relate complete descriptions if asked.<br \/>A stone&#39;s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the DM).<br \/>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":"<div><p><h5>Tongues<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>The subject can speak only one language at a time, although it may be able to understand several languages.<br \/>Tongues does not enable the subject to speak with creatures who don&#39;t speak.<br \/>The subject can make itself understood as far as its voice carries.<br \/>This spell does not predispose any creature addressed toward the subject in any way.<br \/>Tongues can be made permanent with a permanency spell.<br \/>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":"<div><p><h5>True Seeing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ 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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>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<p>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<p>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":"<div><p><h5>True Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>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<p>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":"<div><p><h5>Vision<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like legend lore, except that it works more quickly but produces some strain on you.<br \/>You pose a question about some person, place, or object, then cast the spell.<br \/>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.<br \/>If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete.<br \/>If only rumors are known, the DC is 30, and the information gained is vague.<br \/>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":"<div><p><h5>Aid<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Adept 2 \/ Knight of the Chalice 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>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":"<div><p><h5>Animal Messenger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Druid 2 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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<p>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&#39;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<p>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&#39;s written in a language he or she doesn&#39;t know, for example).<\/p>\n\n\t<p><em>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":"<div><p><h5>Animal Trance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Druid 2 \/ Adept 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your swaying motions and music (or singing, or chanting) compel 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<p>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<p><strong>Special: When casting <em>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":"<div><p><h5>Antipathy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Sorcerer 8 \/ Wizard 8 \/ Blighter 9 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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&#8212;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&#8212;for example, chaotic evil, chaotic good, lawful neutral, or neutral.<\/p>\n\n\t<p>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&#39;s Dexterity score by 4 points.<\/p>\n\n\t<p><em>Antipathy<\/em> counters and dispels <a href=\/spells\/players-handbook-v35--6\/sympathy--2579\/>sympathy<\/a>.<\/p>\n\n\t<p><em>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":"<div><p><h5>Bane<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Master 1 \/ Jester 1 \/ Savant 1 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>50 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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<p>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":"<div><p><h5>Binding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>One minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A binding spell creates a magical restraint to hold a creature.<br \/>The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.<br \/>You may have as many as six assistants help you with the spell.<br \/>For each assistant who casts suggestion, your caster level for this casting of binding increases by 1.<br \/>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&#39;s level, provided that the spell&#39;s target is appropriate for a binding spell.<br \/>Since the assistants&#39; spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants&#39; spells are irrelevant.<br \/>Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts.<br \/>All binding spells are dismissible.<br \/>Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur.<br \/>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.<br \/>The conditions can be based on a creature&#39;s name, identity, or alignment but otherwise must be based on observable actions or qualities.<br \/>Intangibles such as level, class, Hit Dice, or hit points don&#39;t qualify.<br \/>For example, a bound creature can be released when a lawful good creature approaches, but not when a paladin approaches.<br \/>Once the spell is cast, its triggering conditions cannot be changed.<br \/>Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.<br \/>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.<br \/>If you do so, the target gets a saving throw at the end of the first spell&#39;s duration, even if your caster level was high enough to disallow an initial saving throw.<br \/>If the creature succeeds on this save, all the binding spells it has received are broken.<br \/>The binding spell has six versions.<br \/>Choose one of the following versions when you cast the spell.<br \/>Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you.<br \/>The duration is one year per caster level.<br \/>The subject of this form of binding is confined to the spot it occupied when it received the spell.<br \/>Slumber: This version causes the subject to become comatose for as long as one year per caster level.<br \/>The subject does not need to eat or drink while slumbering, nor does it age.<br \/>This form of binding is more difficult to cast than chaining, making it slightly easier to resist.<br \/>Reduce the spell&#39;s save DC by 1.<br \/>Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level.<br \/>Reduce the save DC by 2.<br \/>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.<br \/>The effect is permanent.<br \/>Reduce the save DC by 3.<br \/>Metamorphosis: The subject assumes gaseous form, except for its head or face.<br \/>It is held harmless in a jar or other container, which may be transparent if you so choose.<br \/>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.<br \/>The binding is permanent.<br \/>The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age.<br \/>Reduce the save DC by 4.<br \/>Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object.<br \/>The binding is permanent.<br \/>The subject does not need to breathe, eat, or drink while contained, nor does it age.<br \/>Reduce the save DC by 4.<br \/>You can&#39;t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen&#39;s disjunction affects it normally.<br \/>A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.<br \/>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.<br \/>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.<br \/>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":"<div><p><h5>Bless<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Adept 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Death Delver 1 \/ Savant 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>50 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Bless fills your allies with courage.<br \/>Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.<br \/>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":"<div><p><h5>Calm Animals<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell soothes and quiets animals, rendering them docile and harmless.<br \/>Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.<br \/>All the subjects must be of the same kind, and no two may be more than 30 feet apart.<br \/>The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.<br \/>A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.<br \/>(A druid could calm a normal bear or wolf with little trouble, but it&#39;s more difficult to affect a trained guard dog).<br \/>The affected creatures remain where they are and do not attack or flee.<br \/>They are not helpless and defend themselves normally if attacked.<br \/>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":"<div><p><h5>Calm Emotions<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Healer 2 \/ Savant 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell calms agitated creatures.<br \/>You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling.<br \/>Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.<br \/>Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.<br \/>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&#39;s ability to inspire courage or a barbarian&#39;s rage ability.<br \/>It also suppresses any fear effects and removes the confused condition from all targets.<br \/>While the spell lasts, a suppressed spell or effect has no effect.<br \/>When the calm emotions spell ends, the original spell or<br \/>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":"<div><p><h5>Charm Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like charm person, except that it affects a creature of the animal type.<br \/>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":"<div><p><h5>Charm Monster<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>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":"<div><p><h5>Charm Monster, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/charm-monster--2533\/><em>charm monster<\/em><\/a>, except that <em>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":"<div><p><h5>Charm Person<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target&#39;s attitude as friendly; see Influencing <span class=caps>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<p>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&#39;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 &quot;just a few seconds&quot;. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person&#39;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":"<div><p><h5>Command<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Adept 1 \/ Knight of the Weave 1 \/ Thayan Slaver 1 \/ Death Master 1 \/ Jester 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You 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<p><em>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<p><em>Drop:<\/em> On its turn, the subject drops whatever it is holding. It can&#39;t pick up any dropped item until its next turn.<\/p>\n\n\t<p><em>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<p><em>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<p><em>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<p>If the subject can&#39;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":"<div><p><h5>Command, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Thayan Slaver 3 \/ Death Master 5 \/ Jester 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/command--2536\/><em>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&#39;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":"<div><p><h5>Confusion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Telflammar Shadowlord 3 \/ Wu Jen 4 \/ Jester 3 \/ Sha'ir 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes the targets to become confused, making them unable to independently determine what they will do.<\/p>\n\n\t<p>Roll on the following table at the beginning of each subject&#39;s turn each round to see what the subject does in that round.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>d% <\/th>\n\t\t\t<th>Behavior <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 01&#8212;10 <\/td>\n\t\t\t<td> Attack caster with melee or ranged weapons (or close with caster if attack is not possible). <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11&#8212;20 <\/td>\n\t\t\t<td> Act normally. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 21&#8212;50 <\/td>\n\t\t\t<td> Do nothing but babble incoherently. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 51&#8212;70 <\/td>\n\t\t\t<td> Flee away from caster at top possible speed. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 71&#8212;100 <\/td>\n\t\t\t<td> Attack nearest creature (for this purpose, a familiar counts as part of the subject&#39;s self). <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>A confused character who can&#39;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<p>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":"<div><p><h5>Confusion, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a single creature to become confused for 1 round.<br \/>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":"<div><p><h5>Crushing Despair<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Jester 3 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An invisible cone of despair causes great sadness in the subjects.<br \/>Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.<br \/>Crushing despair counters and dispels good hope.<br \/>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":"<div><p><h5>Daze Monster<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Fatemaker 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like daze, but daze monster can affect any one living creature of any type.<br \/>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":"<div><p><h5>Daze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Death Master 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.<br \/>Humanoids of 5 or more HD are not affected.<br \/>A dazed subject is not stunned, so attackers get no special advantage against it.<br \/>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":"<div><p><h5>Deep Slumber<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Beguiler 3 \/ Death Delver 3 \/ Sha'ir 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>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":"<div><p><h5>Demand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>A successful Will save negates the suggestion effect but not the contact itself.<br \/>The demand, if received, is understood even if the subject&#39;s Intelligence score is as low as 1.<br \/>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.<br \/>The demand&#39;s message to the creature must be twenty-five words or less, including the suggestion.<br \/>The creature can also give a short reply immediately.<br \/>Material Component: A short piece of copper wire and some small part of the subject&#8212;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":"<div><p><h5>Dominate Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can enchant an animal and direct it with simple commands such as &quot;Attack&quot;, &quot;Run&quot;, and &quot;Fetch&quot;.<br \/>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.<br \/>Dominate animal establishes a mental link between you and the subject creature.<br \/>The animal can be directed by silent mental command as long as it remains in range.<br \/>You need not see the creature to control it.<br \/>You do not receive direct sensory input from the creature, but you know what it is experiencing.<br \/>Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension.<br \/>You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn&#39;t do.<br \/>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":"<div><p><h5>Dominate Monster<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like 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":"<div><p><h5>Dominate Person<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Thayan Slaver 3 \/ Wu Jen 5 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can control the actions of any humanoid creature through a telepathic link that you establish with the subject&#39;s mind.<br \/>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.<br \/>If no common language exists, you can communicate only basic commands, such as &quot;Come here&quot;, &quot;Go there&quot;, &quot;Fight&quot;, and &quot;Stand still&quot;.<br \/>You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.<br \/>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).<br \/>Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject&#39;s behavior is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).<br \/>Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.<br \/>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&#39;t communicate with you.<br \/>You can&#39;t actually see through the subject&#39;s eyes, so it&#39;s not as good as being there yourself, but you still get a good idea of what&#39;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).<br \/>Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.<br \/>Obviously self-destructive orders are not carried out.<br \/>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.<br \/>You need not see the subject to control it.<br \/>If you don&#39;t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.<br \/>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":"<div><p><h5>Enthrall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Jester 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour or less<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>If you have the attention of a group of creatures, you can use this spell to hold them spellbound.<br \/>To cast the spell, you must speak or sing without interruption for 1 full round.<br \/>Thereafter, those affected give you their undivided attention, ignoring their surroundings.<br \/>They are considered to have an attitude of friendly while under the effect of the spell (see the Dungeon Master&#39;s Guide for information about <span class=caps>NPC<\/span> attitudes).<br \/>Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.<br \/>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.<br \/>It gains a new saving throw if it witnesses actions that it opposes.<br \/>The effect lasts as long as you speak or sing, to a maximum of 1 hour.<br \/>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.<br \/>Those entering the area during the performance must also successfully save or become enthralled.<br \/>The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.<br \/>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.<br \/>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).<br \/>The heckling ends the spell if this check result beats your Charisma check result.<br \/>Only one such challenge is allowed per use of the spell.<br \/>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.<br \/>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":"<div><p><h5>Feeblemind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently.<br \/>Still, it knows who its friends are and can follow them and even protect them.<br \/>The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind.<br \/>A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.<br \/>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":"<div><p><h5>Geas, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level or until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>The creature must have 7 or fewer Hit Dice and be able to understand you.<br \/>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.<br \/>The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.<br \/>If the instructions involve some open-ended task that the recipient cannot complete through his own actions (such as &quot;Wait here&quot; or &quot;Defend this area against attack&quot;), the spell remains in effect for a maximum of one day per caster level.<br \/>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.<br \/>If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores.<br \/>Each day, another -2 penalty accumulates, up to a total of &#8211; 8.<br \/>No ability score can be reduced to less than 1 by this effect.<br \/>The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.<br \/>A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish.<br \/>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":"<div><p><h5>Geas\/quest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.<br \/>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.<br \/>Additionally, each day it must make a Fortitude saving throw or become sickened.<br \/>These effects end 24 hours after the creature attempts to resume the geas\/quest.<br \/>A remove curse spell ends a geas\/quest spell only if its caster level is at least two higher than your caster level.<br \/>Break enchantment does not end a geas\/quest, but limited wish, miracle, and wish do.<br \/>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":"<div><p><h5>Good Hope<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell instills powerful hope in the subjects.<br \/>Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.<br \/>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":"<div><p><h5>Heroism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>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":"<div><p><h5>Heroism, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/heroism--2553\/><em>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":"<div><p><h5>Hold Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>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":"<div><p><h5>Hold Monster<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ 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<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like hold person, except that it affects any living creature that fails its Will save.<br \/>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":"<div><p><h5>Hold Monster, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like 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":"<div><p><h5>Hold Person<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Sorcerer 3 \/ Wizard 3 \/ Beguiler 3 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Death Master 2 \/ Urban Druid 2 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes paralyzed and freezes in place.<br \/>It is aware and breathes normally but cannot take any actions, even speech.<br \/>Each round on its turn, the subject may attempt a new saving throw to end the effect.<br \/>(This is a full-round action that does not provoke attacks of opportunity).<br \/>A winged creature who is paralyzed cannot flap its wings and falls.<br \/>A swimmer can&#39;t swim and may drown.<br \/>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":"<div><p><h5>Hold Person, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like 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":"<div><p><h5>Hypnotism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Beguiler 1 \/ Jester 1 \/ Sha'ir 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2d4 rounds (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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<p>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<p>While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude (see Influencing <span class=caps>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":"<div><p><h5>Insanity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Jester 6 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The affected creature suffers from a continuous <a href=\/spells\/players-handbook-v35--6\/confusion--2538\/><em>confusion<\/em><\/a> effect, as the spell.<\/p>\n\n\t<p>Remove curse does not remove insanity. <a href=\/spells\/players-handbook-v35--6\/restoration-greater--2431\/><em>Greater restoration<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/heal--2398\/><em>heal<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/limited-wish--2899\/><em>limited wish<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/miracle--2633\/><em>miracle<\/em><\/a>, or <a href=\/spells\/players-handbook-v35--6\/wish--2902\/><em>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":"<div><p><h5>Lullaby<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium(100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>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.<br \/>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":"<div><p><h5>Mind Fog<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Thayan Slaver 4 \/ Sha'ir 5 \/ Jester 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fog spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>30 minutes and 2d6 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.<br \/>Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves.<br \/>(A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog).<br \/>Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.<br \/>The fog is stationary and lasts for 30 minutes (or until dispersed by wind).<br \/>A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.<br \/>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":"<div><p><h5>Modify Memory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Ebonmar Infiltrator 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You reach into the subject&#39;s mind and modify as many as 5 minutes of its memories in one of the following ways.\n\t<ul>\n\t\t<li>Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas\/quest, suggestion, or similar spells.<\/li>\n\t\t<li>Allow the subject to recall with perfect clarity an event it actually experienced.\n\t<ul>\n\t\t<li>For instance, it could recall every word from a 5-minute conversation or every detail from a passage in a book. <\/li>\n\t<\/ul><\/li>\n\t\t<li>Change the details of an event the subject actually experienced.<\/li>\n\t\t<li>Implant a memory of an event the subject never experienced.<\/li>\n\t<\/ul><br \/>Casting 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&#39;s range during this time, the spell is lost.<\/p>\n\n\t<p>A modified memory does not necessarily affect the subject&#39;s actions, particularly if it contradicts the creature&#39;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.<\/p>\n\n\t<p>More 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.<\/p>\n\n\t<p>The DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject.<\/p><\/p>Reference: Player's Handbook v.3.5 255<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1d4+1 rounds","saving_throw":"None","spell_resistance":"Yes","description":"The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.\nThe spell effect makes it impossible for the subject to do anything other than caper and prance in place.\nThe effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds.\nThe dancing subject provokes attacks of opportunity each round on its turn.","short_description":"The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and t...","material_components":"0","name":"Otto's Irresistible Dance","level":"Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Jester 6 \/ Sha'ir 8","full_text":"<div><p><h5>Otto's Irresistible Dance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Jester 6 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4+1 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.<br \/>The spell effect makes it impossible for the subject to do anything other than caper and prance in place.<br \/>The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds.<br \/>The dancing subject provokes attacks of opportunity each round on its turn.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature with 200 hp or less","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not.\nThe duration of the spell depends on the target's current hit point total.\nAny creature that currently has 201 or more hit points is unaffected by power word blind.","short_description":"You utter a single word of power that causes one creature of your choice to become blinded, whether t...","material_components":"0","name":"Power Word Blind","level":"Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7","full_text":"<div><p><h5>Power Word Blind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not.<br \/>The duration of the spell depends on the target&#39;s current hit point total.<br \/>Any creature that currently has 201 or more hit points is unaffected by power word blind.<\/p><\/p>Reference: Player's Handbook v.3.5 263<\/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 with 100 hp or less","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by _power word kill_.","short_description":"You utter a single word of power that instantly kills one creature of your choice, whether the creatu...","material_components":"0","name":"Power Word Kill","level":"Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"<div><p><h5>Power Word Kill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by <em>power word kill<\/em>.<\/p><\/p>Reference: Player's Handbook v.3.5 263<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature with 150 hp or less","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not.\nThe duration of the spell depends on the target's current hit point total.\nAny creature that currently has 151 or more hit points is unaffected by power word stun.","short_description":"You utter a single word of power that instantly causes one creature of your choice to become stunned,...","material_components":"0","name":"Power Word Stun","level":"Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"<div><p><h5>Power Word Stun<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not.<br \/>The duration of the spell depends on the target&#39;s current hit point total.<br \/>Any creature that currently has 151 or more hit points is unaffected by power word stun.<\/p><\/p>Reference: Player's Handbook v.3.5 263<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"All allies and foes within a 40-ft.-radius burst centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.","short_description":"You bring special favor upon yourself and your allies while bringing disfavor to your enemies.","material_components":"0","name":"Prayer","level":"Cleric 3 \/ Paladin 3 \/ Knight of the Chalice 3 \/ Divine Bard 3","full_text":"<div><p><h5>Prayer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 3 \/ Knight of the Chalice 3 \/ Divine Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.<\/p><\/p>Reference: Player's Handbook v.3.5 264<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One willing living creature per three levels, no two of which may be more than 30 ft. apart","effect":"","area":"","duration":"Concentration + 1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.\nThe effect is otherwise identical with a barbarian's rage (see page 25), except that the subjects aren't fatigued at the end of the rage.","short_description":"Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Wil...","material_components":"0","name":"Rage","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3 \/ Jester 3","full_text":"<div><p><h5>Rage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3 \/ Jester 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.<br \/>The effect is otherwise identical with a barbarian&#39;s rage (see page 25), except that the subjects aren&#39;t fatigued at the end of the rage.<\/p><\/p>Reference: Player's Handbook v.3.5 268<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One or more living creatures within a 10-ft.-radius burst","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures.\nCreatures with the fewest HD are affected first.\nAmong creatures with equal HD, those who are closest to the spell's point of origin are affected first.\nHit Dice that are not sufficient to affect a creature are wasted.\nFor example, Mialee casts sleep at one rat (1\/4 HD), one kobold (1 HD), two gnolls (2 HD), and an ogre (4 HD).\nThe rat, the kobold, and one gnoll are affected (1\/4 + 1 + 2 = 3-1\/4 HD).\nThe remaining 3\/4 HD is not enough to affect the last gnoll or the ogre.\nMialee can't choose to have sleep affect the ogre or the two gnolls.\nSleeping creatures are helpless.\nSlapping or wounding awakens an affected creature, but normal noise does not.\nAwakening a creature is a standard action (an application of the aid another action).\nSleep does not target unconscious creatures, constructs, or undead creatures.\nMaterial Component: A pinch of fine sand, rose petals, or a live cricket.","short_description":"A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures.","material_components":"0","name":"Sleep","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1 \/ Assassin 1","full_text":"<div><p><h5>Sleep<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1 \/ Assassin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures.<br \/>Creatures with the fewest HD are affected first.<br \/>Among creatures with equal HD, those who are closest to the spell&#39;s point of origin are affected first.<br \/>Hit Dice that are not sufficient to affect a creature are wasted.<br \/>For example, Mialee casts sleep at one rat (1\/4 HD), one kobold (1 HD), two gnolls (2 HD), and an ogre (4 HD).<br \/>The rat, the kobold, and one gnoll are affected (1\/4 + 1 + 2 = 3-1\/4 HD).<br \/>The remaining 3\/4 HD is not enough to affect the last gnoll or the ogre.<br \/>Mialee can&#39;t choose to have sleep affect the ogre or the two gnolls.<br \/>Sleeping creatures are helpless.<br \/>Slapping or wounding awakens an affected creature, but normal noise does not.<br \/>Awakening a creature is a standard action (an application of the aid another action).<br \/>Sleep does not target unconscious creatures, constructs, or undead creatures.<br \/>Material Component: A pinch of fine sand, rose petals, or a live cricket.<\/p><\/p>Reference: Player's Handbook v.3.5 280<\/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 within a 20-ft.-radius spread","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes those within the area to turn on each other rather than attack their foes.\nEach affected creature has a 50% chance to attack the nearest target each round.\n(Roll to determine each creature's behavior every round at the beginning of its turn).\nA creature that does not attack its nearest neighbor is free to act normally for that round.\nCreatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics.\nThey do not, however, harm targets that have fallen unconscious.","short_description":"This spell causes those within the area to turn on each other rather than attack their foes.","material_components":"0","name":"Song of Discord","level":"Bard 5 \/ Dread Necromancer 7","full_text":"<div><p><h5>Song of Discord<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Dread Necromancer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes those within the area to turn on each other rather than attack their foes.<br \/>Each affected creature has a 50% chance to attack the nearest target each round.<br \/>(Roll to determine each creature&#39;s behavior every round at the beginning of its turn).<br \/>A creature that does not attack its nearest neighbor is free to act normally for that round.<br \/>Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics.<br \/>They do not, however, harm targets that have fallen unconscious.<\/p><\/p>Reference: Player's Handbook v.3.5 281<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 hour\/level or until completed","saving_throw":"Will negates","spell_resistance":"Yes","description":"You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).\nThe suggestion must be worded in such a manner as to make the activity sound reasonable.\nAsking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\nHowever, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter.\nUrging a red dragon to stop attacking your party so that the dragon and party could jointly loot a rich treasure elsewhere is a likewise reasonable use of the spell's power.\nThe suggested course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above.\nIf the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can instead specify conditions that will trigger a special activity during the duration.\nFor example, you might suggest that a noble knight give her warhorse to the first beggar she meets.\nIf the condition is not met before the spell duration expires, the activity is not performed.\nA very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2) at the discretion of the DM.\nMaterial Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.","short_description":"You influence the actions of the target creature by suggesting a course of activity (limited to a sen...","material_components":"0","name":"Suggestion","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Fatemaker 3 \/ Beguiler 3 \/ Wu Jen 3 \/ Urban Druid 2 \/ Sha'ir 3 \/ Jester 3 \/ Court Herald 3","full_text":"<div><p><h5>Suggestion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3 \/ Fatemaker 3 \/ Beguiler 3 \/ Wu Jen 3 \/ Urban Druid 2 \/ Sha'ir 3 \/ Jester 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until completed<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).<br \/>The suggestion must be worded in such a manner as to make the activity sound reasonable.<br \/>Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.<br \/>However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter.<br \/>Urging a red dragon to stop attacking your party so that the dragon and party could jointly loot a rich treasure elsewhere is a likewise reasonable use of the spell&#39;s power.<br \/>The suggested course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above.<br \/>If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.<br \/>You can instead specify conditions that will trigger a special activity during the duration.<br \/>For example, you might suggest that a noble knight give her warhorse to the first beggar she meets.<br \/>If the condition is not met before the spell duration expires, the activity is not performed.<br \/>A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2) at the discretion of the DM.<br \/>Material Component: A snake&#39;s tongue and either a bit of honeycomb or a drop of sweet oil.<\/p><\/p>Reference: Player's Handbook v.3.5 285<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like suggestion, except that it can affect more creatures.\nThe same suggestion applies to all these creatures.","short_description":"This spell functions like suggestion, except that it can affect more creatures.","material_components":"0","name":"Suggestion, Mass","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6 \/ Court Herald 6","full_text":"<div><p><h5>Suggestion, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like suggestion, except that it can affect more creatures.<br \/>The same suggestion applies to all these creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 285<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).\nUnlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.\nNote:Magic traps such as symbol of insanity are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 33 for symbol of insanity.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.","short_description":"This spell functions like symbol of death, except that all creatures within the radius of the symbol ...","material_components":"0","name":"Symbol of Insanity","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"<div><p><h5>Symbol of Insanity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).<br \/>Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.<br \/>Note:Magic traps such as symbol of insanity are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 33 for symbol of insanity.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 290<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.\nUnlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.\nNote:Magic traps such as symbol of persuasion are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 31 for symbol of persuasion.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.","short_description":"This spell functions like symbol of death, except that all creatures within the radius of a symbol of...","material_components":"0","name":"Symbol of Persuasion","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Court Herald 6","full_text":"<div><p><h5>Symbol of Persuasion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.<br \/>Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.<br \/>Note:Magic traps such as symbol of persuasion are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 31 for symbol of persuasion.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 290<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes.\nUnlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.\nUnlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.\nNote:Magic traps such as symbol of sleep are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 30 for symbol of sleep.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.","short_description":"This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet ...","material_components":"0","name":"Symbol of Sleep","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5","full_text":"<div><p><h5>Symbol of Sleep<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6&#215;10 minutes.<br \/>Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.<br \/>Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.<br \/>Note:Magic traps such as symbol of sleep are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 30 for symbol of sleep.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 291<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.\nNote:Magic traps such as symbol of stunning are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 32 for symbol of stunning.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.","short_description":"This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of st...","material_components":"0","name":"Symbol of Stunning","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7","full_text":"<div><p><h5>Symbol of Stunning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.<br \/>Note:Magic traps such as symbol of stunning are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 32 for symbol of stunning.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 291<\/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 negates; see text","spell_resistance":"Yes","description":"You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you.\nThe particular kind of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasus, or vampires.\nA creature subtype (such as goblinoid) is not specific enough.\nLikewise, the specific alignment must be named--for example, chaotic evil, chaotic good, lawful neutral, or neutral.\nCreatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object.\nThe compulsion to stay in the area or touch the object is overpowering.\nIf the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later.\nIf this save fails, the affected creature attempts to return to the area or object.\nSympathy counters and dispels antipathy.\nMaterial Component: 1,500 gp worth of crushed pearls and a drop of honey.","short_description":"You cause an object or location to emanate magical vibrations that attract either a specific kind of ...","material_components":"0","name":"Sympathy","level":"Druid 9 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Urban Druid 9","full_text":"<div><p><h5>Sympathy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you.<br \/>The particular kind of creature to be affected must be named specifically&#8212;for example, red dragons, hill giants, wererats, lammasus, or vampires.<br \/>A creature subtype (such as goblinoid) is not specific enough.<br \/>Likewise, the specific alignment must be named&#8212;for example, chaotic evil, chaotic good, lawful neutral, or neutral.<br \/>Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object.<br \/>The compulsion to stay in the area or touch the object is overpowering.<br \/>If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6&#215;10 minutes later.<br \/>If this save fails, the affected creature attempts to return to the area or object.<br \/>Sympathy counters and dispels antipathy.<br \/>Material Component: 1,500 gp worth of crushed pearls and a drop of honey.<\/p><\/p>Reference: Player's Handbook v.3.5 292<\/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 creature; see text","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell afflicts the subject with uncontrollable laughter.\nIt collapses into gales of manic laughter, falling prone.\nThe subject can take no actions while laughing, but is not considered helpless.\nAfter the spell ends, it can act normally.\nA creature with an Intelligence score of 2 or lower is not affected.\nA creature whose type (such as humanoid or dragon) is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't translate well.\nMaterial Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.","short_description":"This spell afflicts the subject with uncontrollable laughter.","material_components":"0","name":"Tasha's Hideous Laughter","level":"Bard 1 \/ Sorcerer 2 \/ Wizard 2 \/ Jester 1 \/ Sha'ir 2 \/ Death Master 2","full_text":"<div><p><h5>Tasha's Hideous Laughter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 2 \/ Wizard 2 \/ Jester 1 \/ Sha'ir 2 \/ Death Master 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell afflicts the subject with uncontrollable laughter.<br \/>It collapses into gales of manic laughter, falling prone.<br \/>The subject can take no actions while laughing, but is not considered helpless.<br \/>After the spell ends, it can act normally.<br \/>A creature with an Intelligence score of 2 or lower is not affected.<br \/>A creature whose type (such as humanoid or dragon) is different from the caster&#39;s receives a +4 bonus on its saving throw, because humor doesn&#39;t &quot;translate&quot; well.<br \/>Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.<\/p><\/p>Reference: Player's Handbook v.3.5 292<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"No","spell_resistance":"Yes","description":"With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.\nThis spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.","short_description":"With a touch, you reduce the target's mental faculties.","material_components":"0","name":"Touch of Idiocy","level":"Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Savant 2","full_text":"<div><p><h5>Touch of Idiocy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a touch, you reduce the target&#39;s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target&#39;s Intelligence, Wisdom, and Charisma scores. This penalty can&#39;t reduce any of these scores below 1.<br \/>This spell&#39;s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius emanation","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies.\nEach potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area.\nAffected creatures are aware of this enchantment.\nTherefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.\nCreatures who leave the area are free to speak as they choose.","short_description":"Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentiona...","material_components":"0","name":"Zone of Truth","level":"Cleric 2 \/ Paladin 2 \/ Savant 2","full_text":"<div><p><h5>Zone of Truth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Creatures within the emanation area (or those who enter it) can&#39;t speak any deliberate and intentional lies.<br \/>Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area.<br \/>Affected creatures are aware of this enchantment.<br \/>Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.<br \/>Creatures who leave the area are free to speak as they choose.<\/p><\/p>Reference: Player's Handbook v.3.5 303<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Bigby's interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select.\nThe floating hand can move as far as 60 feet and can attack in the same round.\nSince this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.\nThe hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large.\nThe hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round.\nDirecting the spell to a new target is a move action.\nThe clenched fist can also interpose itself as Bigby's interposing hand does, or it can bull rush an opponent as Bigby's forceful hand does, but at a +15 bonus on the Strength check.\nClerics who cast this spell name it for their deities--Pelor's clenched fist, for example.\nArcane Focus: A leather glove.","short_description":"This spell functions like Bigby's interposing hand, except that the hand can interpose itself, push, ...","material_components":"0","name":"Bigby's Clenched Fist","level":"Sorcerer 8 \/ Wizard 8 \/ Duskblade 5 \/ Sha'ir 8","full_text":"<div><p><h5>Bigby's Clenched Fist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Duskblade 5 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Bigby&#39;s interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select.<br \/>The floating hand can move as far as 60 feet and can attack in the same round.<br \/>Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.<br \/>The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand&#39;s Strength score (33), -1 for being Large.<br \/>The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell&#39;s save DC) or be stunned for 1 round.<br \/>Directing the spell to a new target is a move action.<br \/>The clenched fist can also interpose itself as Bigby&#39;s interposing hand does, or it can bull rush an opponent as Bigby&#39;s forceful hand does, but at a +15 bonus on the Strength check.<br \/>Clerics who cast this spell name it for their deities&#8212;Pelor&#39;s clenched fist, for example.<br \/>Arcane Focus: A leather glove.<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M, AF","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Bigby's interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.\nThe crushing hand can grapple an opponent like Bigby's grasping hand does.\nIts grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large.\nThe hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.\nThe crushing hand can also interpose itself as Bigby's interposing hand does, or it can bull rush an opponent as Bigby's forceful hand does, but at a +18 bonus.\nDirecting the spell to a new target is a move action.\nClerics who cast this spell name it for their deities--St.\nCuthbert's crushing hand, for example.\nArcane Material Component: The shell of an egg.\nArcane Focus: A glove of snakeskin.","short_description":"This spell functions like Bigby's interposing hand, except that the hand can interpose itself, push, ...","material_components":"0","name":"Bigby's Crushing Hand","level":"Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9","full_text":"<div><p><h5>Bigby's Crushing Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Bigby&#39;s interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.<br \/>The crushing hand can grapple an opponent like Bigby&#39;s grasping hand does.<br \/>Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand&#39;s Strength score (35), +4 for being Large.<br \/>The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.<br \/>The crushing hand can also interpose itself as Bigby&#39;s interposing hand does, or it can bull rush an opponent as Bigby&#39;s forceful hand does, but at a +18 bonus.<br \/>Directing the spell to a new target is a move action.<br \/>Clerics who cast this spell name it for their deities&#8212;St.<br \/>Cuthbert&#39;s crushing hand, for example.<br \/>Arcane Material Component: The shell of an egg.<br \/>Arcane Focus: A glove of snakeskin.<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Bigby's interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate.\nTreat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets).\nThe hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit.\nDirecting the spell to a new target is a move action.\nA very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.\nFocus: A sturdy glove made of leather or heavy cloth.","short_description":"This spell functions like Bigby's interposing hand, except that the forceful hand pursues and pushes ...","material_components":"0","name":"Bigby's Forceful Hand","level":"Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6","full_text":"<div><p><h5>Bigby's Forceful Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Bigby&#39;s interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate.<br \/>Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets).<br \/>The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit.<br \/>Directing the spell to a new target is a move action.<br \/>A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.<br \/>Focus: A sturdy glove made of leather or heavy cloth.<\/p><\/p>Reference: Player's Handbook v.3.5 204<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Bigby's interposing hand, except the hand can also grapple one opponent that you select.\nThe grasping hand gets one grapple attack per round.\nIts attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large.\nIts grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1.\nThe hand holds but does not harm creatures it grapples.\nDirecting the spell to a new target is a move action.\nThe grasping hand can also bull rush an opponent as Bigby's forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as Bigby's interposing hand does.\nClerics who cast this spell name it for their deities--Kord's grasping hand, for example.\nArcane Focus: A leather glove.","short_description":"This spell functions like Bigby's interposing hand, except the hand can also grapple one opponent tha...","material_components":"0","name":"Bigby's Grasping Hand","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7","full_text":"<div><p><h5>Bigby's Grasping Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Bigby&#39;s interposing hand, except the hand can also grapple one opponent that you select.<br \/>The grasping hand gets one grapple attack per round.<br \/>Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand&#39;s Strength score (31), -1 for being Large.<br \/>Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1.<br \/>The hand holds but does not harm creatures it grapples.<br \/>Directing the spell to a new target is a move action.<br \/>The grasping hand can also bull rush an opponent as Bigby&#39;s forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as Bigby&#39;s interposing hand does.<br \/>Clerics who cast this spell name it for their deities&#8212;Kord&#39;s grasping hand, for example.<br \/>Arcane Focus: A leather glove.<\/p><\/p>Reference: Player's Handbook v.3.5 204<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"10-ft. hand","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Bigby's Interposing hand creates a Large magic hand that appears between you and one opponent.\nThis floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent.\nNothing can fool the hand--it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise.\nThe hand does not pursue an opponent, however.\nA Bigby's hand is 10 feet long and about that wide with its fingers outstretched.\nIt has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural).\nIt takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.\nThe hand never provokes attacks of opportunity from opponents.\nIt cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere.\nThe hand makes saving throws as its caster.\nDisintegrate or a successful dispel magic destroys it.\nAny creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed.\nThe hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.\nDirecting the spell to a new target is a move action.\nFocus: A soft glove.","short_description":"Bigby's Interposing hand creates a Large magic hand that appears between you and one opponent.","material_components":"0","name":"Bigby's Interposing Hand","level":"Sorcerer 5 \/ Wizard 5 \/ Trapsmith 3 \/ Duskblade 4 \/ Sha'ir 5","full_text":"<div><p><h5>Bigby's Interposing Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Trapsmith 3 \/ Duskblade 4 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft. hand<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Bigby&#39;s Interposing hand creates a Large magic hand that appears between you and one opponent.<br \/>This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent.<br \/>Nothing can fool the hand&#8212;it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise.<br \/>The hand does not pursue an opponent, however.<br \/>A Bigby&#39;s hand is 10 feet long and about that wide with its fingers outstretched.<br \/>It has as many hit points as you do when you&#39;re undamaged, and its AC is 20 (-1 size, +11 natural).<br \/>It takes damage as a normal creature, but most magical effects that don&#39;t cause damage do not affect it.<br \/>The hand never provokes attacks of opportunity from opponents.<br \/>It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere.<br \/>The hand makes saving throws as its caster.<br \/>Disintegrate or a successful dispel magic destroys it.<br \/>Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed.<br \/>The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature&#39;s attacks.<br \/>Directing the spell to a new target is a move action.<br \/>Focus: A soft glove.<\/p><\/p>Reference: Player's Handbook v.3.5 204<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wall of whirling blades up to 20 ft. long\/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high","area":"","duration":"1 min.\/level (D)","saving_throw":"Reflex half or Reflex negates; see text","spell_resistance":"Yes","description":"An immobile, vertical curtain of whirling blades shaped of pure force springs into existence.\nAny creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.\nIf you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.\nEach such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.\nA blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.","short_description":"An immobile, vertical curtain of whirling blades shaped of pure force springs into existence.","material_components":"0","name":"Blade Barrier","level":"Cleric 6 \/ Warmage 6 \/ Death Master 6","full_text":"<div><p><h5>Blade Barrier<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Warmage 6 \/ Death Master 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall of whirling blades up to 20 ft. long\/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half or Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An immobile, vertical curtain of whirling blades shaped of pure force springs into existence.<br \/>Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.<br \/>If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.<br \/>Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.<br \/>A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.<\/p><\/p>Reference: Player's Handbook v.3.5 205<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"Nonevil creatures in a 40-ft.-radius spread centered on you","duration":"Instantaneous","saving_throw":"None or Will negates; see text","spell_resistance":"Yes","description":"Any nonevil creature within the area of a _blasphemy_ spell suffers the following ill effects.\n\n|_. HD |_. Effect |\n| Equal to caster level | Dazed |\n| Up to caster level --1 | Weakened, dazed |\n| Up to caster level --5 | Paralyzed, weakened, dazed |\n| Up to caster level --10 | Killed, paralyzed, weakened, dazed |\n\nThe effects are cumulative and concurrent. No saving throw is allowed against these effects.\n\n_Dazed:_ The creature can take no actions for 1 round, though it defends itself normally.\n\n_Weakened:_ The creature's Strength score decreases by 2d6 points for 2d4 rounds.\n\n_Paralyzed:_ The creature is paralyzed and helpless for 1d10 minutes.\n\n_Killed:_ Living creatures die. Undead creatures are destroyed.\n\nFurthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the _blasphemy_. The banishment effect allows a Will save (at a -4 penalty) to negate.\n\nCreatures whose Hit Dice exceed your caster level are unaffected by _blasphemy_.","short_description":"Any nonevil creature within the area of a _blasphemy_ spell suffers the following ill effects.","material_components":"0","name":"Blasphemy","level":"Cleric 7 \/ Nar Demonbinder 7 \/ Death Master 7","full_text":"<div><p><h5>Blasphemy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Nar Demonbinder 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Any nonevil creature within the area of a <em>blasphemy<\/em> spell suffers the following ill effects.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>HD <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Equal to caster level <\/td>\n\t\t\t<td> Dazed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to caster level &#8212;1 <\/td>\n\t\t\t<td> Weakened, dazed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to caster level &#8212;5 <\/td>\n\t\t\t<td> Paralyzed, weakened, dazed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to caster level &#8212;10 <\/td>\n\t\t\t<td> Killed, paralyzed, weakened, dazed <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The effects are cumulative and concurrent. No saving throw is allowed against these effects.<\/p>\n\n\t<p><em>Dazed:<\/em> The creature can take no actions for 1 round, though it defends itself normally.<\/p>\n\n\t<p><em>Weakened:<\/em> The creature&#39;s Strength score decreases by 2d6 points for 2d4 rounds.<\/p>\n\n\t<p><em>Paralyzed:<\/em> The creature is paralyzed and helpless for 1d10 minutes.<\/p>\n\n\t<p><em>Killed:<\/em> Living creatures die. Undead creatures are destroyed.<\/p>\n\n\t<p>Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <em>blasphemy<\/em>. The banishment effect allows a Will save (at a -4 penalty) to negate.<\/p>\n\n\t<p>Creatures whose Hit Dice exceed your caster level are unaffected by <em>blasphemy<\/em>.<\/p><\/p>Reference: Player's Handbook v.3.5 205<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"15 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A cone of searing flame shoots from your fingertips.\nAny creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).\nFlammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them.\nA character can extinguish burning items as a full-round action.","short_description":"A cone of searing flame shoots from your fingertips.","material_components":"0","name":"Burning Hands","level":"Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Warmage 1 \/ Duskblade 1 \/ Blighter 1 \/ Thayan Slaver 1 \/ Sha'ir 1","full_text":"<div><p><h5>Burning Hands<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Adept 1 \/ Warmage 1 \/ Duskblade 1 \/ Blighter 1 \/ Thayan Slaver 1 \/ Sha'ir 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>15 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A cone of searing flame shoots from your fingertips.<br \/>Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).<br \/>Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them.<br \/>A character can extinguish burning items as a full-round action.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.","short_description":"This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damag...","material_components":"0","name":"Call Lightning Storm","level":"Druid 5 \/ Urban Druid 5","full_text":"<div><p><h5>Call Lightning Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One or more 30-ft.-long vertical lines of lightning","area":"","duration":"1 min.\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.\nThe bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time).\nAny creature in the target square or in the path of the bolt is affected.\nYou need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed.\nHowever, each round after the first you may use a standard action (concentrating on the spell) to call a bolt.\nYou may call a total number of bolts equal to your caster level (maximum 10 bolts).\nIf you are outdoors and in a stormy area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size; see the Monster Manual)--\neach bolt deals 3d10 points of electricity damage instead of 3d6.\nThis spell functions indoors or underground but not underwater.","short_description":"Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-w...","material_components":"0","name":"Call Lightning","level":"Druid 3 \/ Urban Druid 3","full_text":"<div><p><h5>Call Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more 30-ft.-long vertical lines of lightning<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.<br \/>The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell&#39;s range (measured from your position at the time).<br \/>Any creature in the target square or in the path of the bolt is affected.<br \/>You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed.<br \/>However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt.<br \/>You may call a total number of bolts equal to your caster level (maximum 10 bolts).<br \/>If you are outdoors and in a stormy area&#8212;a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size; see the Monster Manual)&#8212;<br \/>each bolt deals 3d10 points of electricity damage instead of 3d6.<br \/>This spell functions indoors or underground but not underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One primary target, plus one secondary target\/level (each of which must be within 30 ft. of the primary target)","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.\nUnlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.\nThe bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target.\nAfter it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20).\nThe secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).\nFor example, a 19th-level sorcerer generates a primary bolt (19d6 points of damage) and as many as nineteen secondary bolts (each of which deals half as much as the primary bolt dealt).\nEach target can attempt a Reflex saving throw for half damage.\nYou choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once.\nYou can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).\nFocus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.","short_description":"This spell creates an electrical discharge that begins as a single stroke commencing from your finger...","material_components":"0","name":"Chain Lightning","level":"Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Duskblade 5 \/ Sha'ir 6","full_text":"<div><p><h5>Chain Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Duskblade 5 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.<br \/>Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.<br \/>The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target.<br \/>After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20).<br \/>The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).<br \/>For example, a 19th-level sorcerer generates a primary bolt (19d6 points of damage) and as many as nineteen secondary bolts (each of which deals half as much as the primary bolt dealt).<br \/>Each target can attempt a Reflex saving throw for half damage.<br \/>You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once.<br \/>You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).<br \/>Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaneous (1d6 rounds); see text","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"You unleash chaotic power to smite your enemies.\nThe power takes the form of a multicolored explosion of leaping, ricocheting energy.\nOnly lawful and neutral (not chaotic) creatures are harmed by the spell.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell).\nA successful Will save reduces the damage by half and negates the slow effect.\nThe spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed.\nSuch a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.","short_description":"You unleash chaotic power to smite your enemies.","material_components":"0","name":"Chaos Hammer","level":"","full_text":"<div><p><h5>Chaos Hammer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (1d6 rounds); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You unleash chaotic power to smite your enemies.<br \/>The power takes the form of a multicolored explosion of leaping, ricocheting energy.<br \/>Only lawful and neutral (not chaotic) creatures are harmed by the spell.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell).<br \/>A successful Will save reduces the damage by half and negates the slow effect.<br \/>The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed.<br \/>Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone.\nIt drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).\nArcane Material Component: A very small crystal or glass cone.","short_description":"Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a con...","material_components":"0","name":"Cone of Cold","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5","full_text":"<div><p><h5>Cone of Cold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone.<br \/>It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).<br \/>Arcane Material Component: A very small crystal or glass cone.<\/p><\/p>Reference: Player's Handbook v.3.5 212<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius emanation","duration":"2 hours\/level","saving_throw":"None","spell_resistance":"No","description":"This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.\n\nIf the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning  checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.\n\nIf the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate.\n\nMaterial Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.","short_description":"This spell blesses an area with positive energy.","material_components":"0","name":"Consecrate","level":"Cleric 2 \/ Knight of the Chalice 2 \/ Divine Bard 2","full_text":"<div><p><h5>Consecrate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Knight of the Chalice 2 \/ Divine Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.<\/p>\n\n\t<p>If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning  checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.<\/p>\n\n\t<p>If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate.<\/p>\n\n\t<p>Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.<\/p><\/p>Reference: Player's Handbook v.3.5 212<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M, AF","casting_time":"At least 10 minutes; see text","range":"Personal","target":"You","effect":"","area":"","duration":"One day\/level (D) or until discharged","saving_throw":"","spell_resistance":"","description":"You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.\nThe contingency spell and the companion spell are cast at the same time.\nThe 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.\nThe spell to be brought into effect by the contingency must be one that affects your person (feather fall, levitate, fly,\nteleport, and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).\nThe conditions needed to bring the spell into effect must be clear, although they can be general.\nFor example, a contingency cast with water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing spell instantly comes into effect.\nOr a contingency could bring a feather fall spell into effect any time you fall more than 4 feet.\nIn all cases, the contingency immediately brings into effect the companion spell, the latter being cast instantaneously when the prescribed circumstances occur.\nIf complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on.\nThe companion spell occurs based solely on the stated conditions, regardless of whether you want it to.\nYou can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.\nMaterial Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.\nFocus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp).\nYou must carry the focus for the contingency to work.","short_description":"You can place another spell upon your person so that it comes into effect under some condition you di...","material_components":"0","name":"Contingency","level":"Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Court Herald 6","full_text":"<div><p><h5>Contingency<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>At least 10 minutes; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D) or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.<br \/>The contingency spell and the companion spell are cast at the same time.<br \/>The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.<br \/>The spell to be brought into effect by the contingency must be one that affects your person (feather fall, levitate, fly,<br \/>teleport, and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).<br \/>The conditions needed to bring the spell into effect must be clear, although they can be general.<br \/>For example, a contingency cast with water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing spell instantly comes into effect.<br \/>Or a contingency could bring a feather fall spell into effect any time you fall more than 4 feet.<br \/>In all cases, the contingency immediately brings into effect the companion spell, the latter being &quot;cast&quot; instantaneously when the prescribed circumstances occur.<br \/>If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on.<br \/>The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.<br \/>You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.<br \/>Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.<br \/>Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp).<br \/>You must carry the focus for the contingency to work.<\/p><\/p>Reference: Player's Handbook v.3.5 213<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"Magical, heatless flame","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.\n\nLight spells counter and dispel darkness spells of an equal or lower level.\n\nMaterial Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.","short_description":"A flame, equivalent in brightness to a torch, springs forth from an object that you touch.","material_components":"0","name":"Continual Flame","level":"Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 3 \/ Warmage 2 \/ Hunter of the Dead 2 \/ Sha'ir 2","full_text":"<div><p><h5>Continual Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 3 \/ Warmage 2 \/ Hunter of the Dead 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical, heatless flame<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn&#39;t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.<\/p>\n\n\t<p>Light spells counter and dispel darkness spells of an equal or lower level.<\/p>\n\n\t<p>Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.<\/p><\/p>Reference: Player's Handbook v.3.5 213<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Up to four lights, all within a 10-ft.-radius area","area":"","duration":"1 minute (D)","saving_throw":"None","spell_resistance":"No","description":"Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape.\nThe dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like.\nThe lights can move up to 100 feet per round.\nA light winks out if the distance between you and it exceeds the spell's range.\nDancing lights can be made permanent with a permanency spell.","short_description":"Depending on the version selected, you create up to four lights that resemble lanterns or torches (an...","material_components":"0","name":"Dancing Lights","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Death Master 0 \/ Court Herald 0","full_text":"<div><p><h5>Dancing Lights<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Death Master 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Up to four lights, all within a 10-ft.-radius area<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o&#39;-wisps), or one faintly glowing, vaguely humanoid shape.<br \/>The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like.<br \/>The lights can move up to 100 feet per round.<br \/>A light winks out if the distance between you and it exceeds the spell&#39;s range.<br \/>Dancing lights can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell causes an object to radiate shadowy illumination out to a 20-foot radius.\nAll creatures in the area gain concealment (20% miss chance).\nEven creatures that can normally see in such conditions (such as with darkvision or lowlight vision) have the miss chance in an area shrouded in magical darkness.\nNormal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level (such as light or dancing lights).\nHigher level light spells (such as daylight) are not affected by darkness.\nIf darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.\nDarkness counters or dispels any light spell of equal or lower spell level.\nArcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.","short_description":"This spell causes an object to radiate shadowy illumination out to a 20-foot radius.","material_components":"0","name":"Darkness","level":"Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Ebonmar Infiltrator 2 \/ Slayer of Domiel 2 \/ Blighter 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2 \/ Court Herald 2","full_text":"<div><p><h5>Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Ebonmar Infiltrator 2 \/ Slayer of Domiel 2 \/ Blighter 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes an object to radiate shadowy illumination out to a 20-foot radius.<br \/>All creatures in the area gain concealment (20% miss chance).<br \/>Even creatures that can normally see in such conditions (such as with darkvision or lowlight vision) have the miss chance in an area shrouded in magical darkness.<br \/>Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level (such as light or dancing lights).<br \/>Higher level light spells (such as daylight) are not affected by darkness.<br \/>If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell&#39;s effect is blocked until the covering is removed.<br \/>Darkness counters or dispels any light spell of equal or lower spell level.<br \/>Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).\n\nIf daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.\n\nDaylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\n\nDaylight counters or dispels any darkness spell of equal or lower level, such as darkness.","short_description":"The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an a...","material_components":"0","name":"Daylight","level":"Bard 3 \/ Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Adept 3 \/ Hunter of the Dead 3 \/ Knight of the Weave 3 \/ Sha'ir 3 \/ Urban Druid 3 \/ Court Herald 3","full_text":"<div><p><h5>Daylight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Adept 3 \/ Hunter of the Dead 3 \/ Knight of the Weave 3 \/ Sha'ir 3 \/ Urban Druid 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).<\/p>\n\n\t<p>If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell&#39;s effects are blocked until the covering is removed.<\/p>\n\n\t<p>Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.<\/p>\n\n\t<p>Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"One day\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell functions like _darkness_:spells\/players-handbook-v35--6\/darkness--2600\/, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.\nDaylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\nDeeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.","short_description":"This spell functions like _darkness_:spells\/players-handbook-v35--6\/darkness--2600\/, except that the ...","material_components":"0","name":"Deeper Darkness","level":"Cleric 3 \/ Adept 3 \/ Ebonmar Infiltrator 3 \/ Slayer of Domiel 3 \/ Blighter 3 \/ Death Master 3","full_text":"<div><p><h5>Deeper Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Adept 3 \/ Ebonmar Infiltrator 3 \/ Slayer of Domiel 3 \/ Blighter 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/darkness--2600\/><em>darkness<\/em><\/a>, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.<br \/>Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.<br \/>Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"5 rounds or less; see text","saving_throw":"","spell_resistance":"","description":"This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast.\nThe burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).\nThe glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds.\nYou select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below).\nIf you choose a delay, the glowing bead sits at its destination until it detonates.\nA creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet).\nIf a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.","short_description":"This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds a...","material_components":"0","name":"Delayed Blast Fireball","level":"Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Wu Jen 7 \/ Sha'ir 7","full_text":"<div><p><h5>Delayed Blast Fireball<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Wu Jen 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>5 rounds or less; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast.<br \/>The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).<br \/>The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds.<br \/>You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below).<br \/>If you choose a delay, the glowing bead sits at its destination until it detonates.<br \/>A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet).<br \/>If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius emanation","duration":"2 hours\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell imbues an area with negative energy.\nEach Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws.\nAn undead creature created within or summoned into such an area gains +1 hit points per HD.\nIf the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).\nFurthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).\nIf the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power.\nThis secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.\nDesecrate counters and dispels consecrate.\nMaterial Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.","short_description":"This spell imbues an area with negative energy.","material_components":"0","name":"Desecrate","level":"Cleric 2 \/ Blighter 3 \/ Divine Bard 2 \/ Death Master 2","full_text":"<div><p><h5>Desecrate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Blighter 3 \/ Divine Bard 2 \/ Death Master 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues an area with negative energy.<br \/>Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws.<br \/>An undead creature created within or summoned into such an area gains +1 hit points per HD.<br \/>If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).<br \/>Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).<br \/>If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power.<br \/>This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.<br \/>Desecrate counters and dispels consecrate.<br \/>Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.<\/p><\/p>Reference: Player's Handbook v.3.5 218<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"Nonlawful creatures in a 40-ft.-radius spread centered on you","duration":"Instantaneous","saving_throw":"None or Will negates; see text","spell_resistance":"Yes","description":"Any nonlawful creature within the area of a dictum spell suffers the following ill effects.\nThe effects are cumulative and concurrent.\nNo saving throw is allowed against these effects.\nDeafened: The creature is deafened for 1d4 rounds.\nSlowed: The creature is slowed, as by the slow spell, for 2d4 rounds.\nParalyzed: The creature is paralyzed and helpless for 1d10 minutes.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nFurthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes.\nCreatures so banished cannot return for at least 24 hours.\nThis effect takes place regardless of whether the creatures hear the dictum.\nThe banishment effect allows a Will save (at a -4 penalty) to negate.\nCreatures whose HD exceed your caster level are unaffected by dictum.","short_description":"Any nonlawful creature within the area of a dictum spell suffers the following ill effects.","material_components":"0","name":"Dictum","level":"Cleric 7","full_text":"<div><p><h5>Dictum<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Any nonlawful creature within the area of a dictum spell suffers the following ill effects.<br \/>The effects are cumulative and concurrent.<br \/>No saving throw is allowed against these effects.<br \/>Deafened: The creature is deafened for 1d4 rounds.<br \/>Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.<br \/>Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.<br \/>Killed: Living creatures die.<br \/>Undead creatures are destroyed.<br \/>Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes.<br \/>Creatures so banished cannot return for at least 24 hours.<br \/>This effect takes place regardless of whether the creatures hear the dictum.<br \/>The banishment effect allows a Will save (at a -4 penalty) to negate.<br \/>Creatures whose HD exceed your caster level are unaffected by dictum.<\/p><\/p>Reference: Player's Handbook v.3.5 220<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.","short_description":"Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage...","material_components":"0","name":"Divine Favor","level":"Cleric 1 \/ Paladin 1 \/ Disciple of Thrym 1 \/ Runescarred Berserker 1 \/ Slayer of Domiel 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Knight of the Chalice 1","full_text":"<div><p><h5>Divine Favor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Disciple of Thrym 1 \/ Runescarred Berserker 1 \/ Slayer of Domiel 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Knight of the Chalice 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><\/table><p>\t<p>Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn&#39;t apply to spell damage.<\/p><\/p>Reference: Player's Handbook v.3.5 224<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.","short_description":"Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat.","material_components":"0","name":"Divine Power","level":"Cleric 4 \/ Runescarred Berserker 3 \/ Vassal of Bahamut 4 \/ Savant 4","full_text":"<div><p><h5>Divine Power<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Runescarred Berserker 3 \/ Vassal of Bahamut 4 \/ Savant 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.<\/p><\/p>Reference: Player's Handbook v.3.5 224<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"80-ft.-radius spread (S)","duration":"1 round","saving_throw":"See text","spell_resistance":"No","description":"When you cast earthquake, an intense but highly localized tremor rips the ground.\nThe shock knocks creatures down, collapses structures, opens cracks in the ground, and more.\nThe effect lasts for 1 round, during which time creatures on the ground can't move or attack.\nA spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.\nThe earthquake affects all terrain, vegetation, structures, and creatures in the area.\nThe specific effect of an earthquake spell depends on the nature of the terrain where it is cast.\nCave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below).\nAn earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.\nCliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically.\nAn earthquake cast at the top of a 100-foot cliff would sweep debris 100 feet outward from the base of the cliff.\nAny creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).\nOpen Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down.\nFissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure).\nAt the end of the spell, all fissures grind shut, killing any creatures still trapped within.\nStructure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.\nHardness does not reduce this damage, nor is it halved as damage dealt to objects normally is (See the Dungeon Master's Guide for information on hit points for walls and the like).\nAny creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).\nRiver, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground.\nSoggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures.\nEach creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand.\nAt the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.\nPinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned.\nIf a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.","short_description":"When you cast earthquake, an intense but highly localized tremor rips the ground.","material_components":"0","name":"Earthquake","level":"Cleric 8 \/ Druid 8 \/ Warmage 7 \/ Blighter 7 \/ Wu Jen 8 \/ Urban Druid 8","full_text":"<div><p><h5>Earthquake<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Druid 8 \/ Warmage 7 \/ Blighter 7 \/ Wu Jen 8 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast earthquake, an intense but highly localized tremor rips the ground.<br \/>The shock knocks creatures down, collapses structures, opens cracks in the ground, and more.<br \/>The effect lasts for 1 round, during which time creatures on the ground can&#39;t move or attack.<br \/>A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.<br \/>The earthquake affects all terrain, vegetation, structures, and creatures in the area.<br \/>The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.<br \/>Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below).<br \/>An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.<br \/>Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically.<br \/>An earthquake cast at the top of a 100-foot cliff would sweep debris 100 feet outward from the base of the cliff.<br \/>Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).<br \/>Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down.<br \/>Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure).<br \/>At the end of the spell, all fissures grind shut, killing any creatures still trapped within.<br \/>Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.<br \/>Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is (See the Dungeon Master&#39;s Guide for information on hit points for walls and the like).<br \/>Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).<br \/>River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground.<br \/>Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures.<br \/>Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand.<br \/>At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.<br \/>Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned.<br \/>If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.<\/p><\/p>Reference: Player's Handbook v.3.5 225<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Creatures and objects within a 5-ft.-radius burst","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A pale glow surrounds and outlines the subjects.\nOutlined subjects shed light as candles.\nOutlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or\nhigher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.\nThe light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light.\nThe faerie fire can be blue, green, or violet, according to your choice at the time of casting.\nThe faerie fire does not cause any harm to the objects or creatures thus outlined.","short_description":"A pale glow surrounds and outlines the subjects.","material_components":"0","name":"Faerie Fire","level":"Druid 1 \/ Urban Druid 1","full_text":"<div><p><h5>Faerie Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A pale glow surrounds and outlines the subjects.<br \/>Outlined subjects shed light as candles.<br \/>Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or<br \/>higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.<br \/>The light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light.<br \/>The faerie fire can be blue, green, or violet, according to your choice at the time of casting.<br \/>The faerie fire does not cause any harm to the objects or creatures thus outlined.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell wreathes you in flame and causes damage to each creature that attacks you in melee.\nThe flames also protect you from either cold-based or fire-based attacks (your choice).\nAny creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15).\nThis damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks).\nIf the attacker has spell resistance, it applies to this effect.\nCreatures wielding weapons with exceptional reach are not subject to this damage if they attack you.\nWhen casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet).\nThe color of the flames is determined randomly (50% chance of either color)--blue or green if the chill shield is cast, violet or blue if the warm shield is employed.\nThe special powers of each version are as follows.\nWarm Shield: The flames are warm to the touch.\nYou take only half damage from cold-based attacks.\nIf such an attack allows a Reflex save for half damage, you take no damage on a successful save.\nChill Shield: The flames are cool to the touch.\nYou take only half damage from fire-based attacks.\nIf such an attack allows a Reflex save for half damage, you take no damage on a successful save.\nArcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.","short_description":"This spell wreathes you in flame and causes damage to each creature that attacks you in melee.","material_components":"0","name":"Fire Shield","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 3 \/ Duskblade 4 \/ Wu Jen 4 \/ Sha'ir 4","full_text":"<div><p><h5>Fire Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 3 \/ Duskblade 4 \/ Wu Jen 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell wreathes you in flame and causes damage to each creature that attacks you in melee.<br \/>The flames also protect you from either cold-based or fire-based attacks (your choice).<br \/>Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15).<br \/>This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks).<br \/>If the attacker has spell resistance, it applies to this effect.<br \/>Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.<br \/>When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet).<br \/>The color of the flames is determined randomly (50% chance of either color)&#8212;blue or green if the chill shield is cast, violet or blue if the warm shield is employed.<br \/>The special powers of each version are as follows.<br \/>Warm Shield: The flames are warm to the touch.<br \/>You take only half damage from cold-based attacks.<br \/>If such an attack allows a Reflex save for half damage, you take no damage on a successful save.<br \/>Chill Shield: The flames are cool to the touch.<br \/>You take only half damage from fire-based attacks.<br \/>If such an attack allows a Reflex save for half damage, you take no damage on a successful save.<br \/>Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.<\/p><\/p>Reference: Player's Handbook v.3.5 230<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Two 10-ft. cubes per level (S)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.\nThe raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage.\nAny other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).","short_description":"When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.","material_components":"0","name":"Fire Storm","level":"Cleric 8 \/ Druid 7 \/ Warmage 7 \/ Blighter 7 \/ Nar Demonbinder 7","full_text":"<div><p><h5>Fire Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Druid 7 \/ Warmage 7 \/ Blighter 7 \/ Nar Demonbinder 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.<br \/>The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage.<br \/>Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).<\/p><\/p>Reference: Player's Handbook v.3.5 231<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.\n\nYou point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the _fireball_ at that point. (An early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.\n\nThe _fireball_ sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.\n\nMaterial Component: A tiny ball of bat guano and sulfur.","short_description":"A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire...","material_components":"0","name":"Fireball","level":"Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Shugenja 4","full_text":"<div><p><h5>Fireball<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Shugenja 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.<\/p>\n\n\t<p>You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the <em>fireball<\/em> at that point. (An early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must &quot;hit&quot; the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.<\/p>\n\n\t<p>The <em>fireball<\/em> sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.<\/p>\n\n\t<p>Material Component: A tiny ball of bat guano and sulfur.<\/p><\/p>Reference: Player's Handbook v.3.5 231<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Sword-like beam","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.\nYou wield this bladelike beam as if it were a scimitar.\nAttacks with the flame blade are melee touch attacks.\nThe blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10).\nSince the blade is immaterial, your Strength modifier does not apply to the damage.\nA flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.\nThe spell does not function underwater.","short_description":"A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.","material_components":"0","name":"Flame Blade","level":"Druid 2","full_text":"<div><p><h5>Flame Blade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Sword-like beam<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.<br \/>You wield this bladelike beam as if it were a scimitar.<br \/>Attacks with the flame blade are melee touch attacks.<br \/>The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10).<br \/>Since the blade is immaterial, your Strength modifier does not apply to the damage.<br \/>A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.<br \/>The spell does not function underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 231<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (10-ft. radius, 40 ft. high)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A flame strike produces a vertical column of divine fire roaring downward.\nThe spell deals 1d6 points of damage per caster level (maximum 15d6).\nHalf the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.","short_description":"A flame strike produces a vertical column of divine fire roaring downward.","material_components":"0","name":"Flame Strike","level":"Cleric 5 \/ Druid 4 \/ Warmage 5 \/ Blighter 4 \/ Nar Demonbinder 5 \/ Nentyar Hunter 5","full_text":"<div><p><h5>Flame Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 4 \/ Warmage 5 \/ Blighter 4 \/ Nar Demonbinder 5 \/ Nentyar Hunter 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A flame strike produces a vertical column of divine fire roaring downward.<br \/>The spell deals 1d6 points of damage per caster level (maximum 15d6).<br \/>Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.<\/p><\/p>Reference: Player's Handbook v.3.5 231<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"5-ft.-diameter sphere","area":"","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"A burning globe of fire rolls in whichever direction you point and burns those it strikes.\nIt moves 30 feet per round.\nAs part of thismovement, it can ascend or jump up to 30 feet to strike a target.\nIf it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage.\nA flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls.\nIt ignites flammable substances it touches and illuminates the same area as a torch would.\nThe sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns.\nIt can be extinguished by any means that would put out a normal fire of its size.\nThe surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame.\nIt cannot push aside unwilling creatures or batter down large obstacles.\nA flaming sphere winks out if it exceeds the spell's range.\nArcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.","short_description":"A burning globe of fire rolls in whichever direction you point and burns those it strikes.","material_components":"0","name":"Flaming Sphere","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Blighter 2 \/ Sha'ir 2","full_text":"<div><p><h5>Flaming Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Blighter 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5-ft.-diameter sphere<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A burning globe of fire rolls in whichever direction you point and burns those it strikes.<br \/>It moves 30 feet per round.<br \/>As part of thismovement, it can ascend or jump up to 30 feet to strike a target.<br \/>If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage.<br \/>A flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls.<br \/>It ignites flammable substances it touches and illuminates the same area as a torch would.<br \/>The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns.<br \/>It can be extinguished by any means that would put out a normal fire of its size.<br \/>The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame.<br \/>It cannot push aside unwilling creatures or batter down large obstacles.<br \/>A flaming sphere winks out if it exceeds the spell&#39;s range.<br \/>Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.<\/p><\/p>Reference: Player's Handbook v.3.5 232<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Burst of light","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This cantrip creates a burst of light.\nIf you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save.\nSightless creatures, as well as creatures already dazzled, are not affected by flare.","short_description":"This cantrip creates a burst of light.","material_components":"0","name":"Flare","level":"Bard 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Blighter 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0","full_text":"<div><p><h5>Flare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Blighter 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Burst of light<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This cantrip creates a burst of light.<br \/>If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save.<br \/>Sightless creatures, as well as creatures already dazzled, are not affected by flare.<\/p><\/p>Reference: Player's Handbook v.3.5 232<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Barred cage (20-ft. cube) or windowless cell (10-ft. cube)","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).\nCreatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.\nTeleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.\nLike a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.\nBarred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars.\nThe bands are a half-inch wide, with half-inch gaps between them.\nAny creature capable of passing through such a small space can escape; others are confined.\nYou can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps.\nEven against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover.\nAll spells and breath weapons can pass through the gaps in the bars.\nWindowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out.\nSolid walls of force form its six sides.\nMaterial Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.","short_description":"This powerful spell brings into being an immobile, invisible cubical prison composed of either bars o...","material_components":"0","name":"Forcecage","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7","full_text":"<div><p><h5>Forcecage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).<br \/>Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.<br \/>Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.<br \/>Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.<br \/>Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars.<br \/>The bands are a half-inch wide, with half-inch gaps between them.<br \/>Any creature capable of passing through such a small space can escape; others are confined.<br \/>You can&#39;t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps.<br \/>Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover.<br \/>All spells and breath weapons can pass through the gaps in the bars.<br \/>Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out.<br \/>Solid walls of force form its six sides.<br \/>Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.<\/p><\/p>Reference: Player's Handbook v.3.5 233<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"Line-shaped gust of severe wind emanating out from you to the extreme of the range","area":"","duration":"1 round","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.\nA Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet.\nIf flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.\nSmall creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.\nMedium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.\nLarge or larger creatures may move normally within a gust of wind effect.\nA gust of wind can't move a creature beyond the limit of its range.\nAny creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.\nThe force of the gust automatically extinguishes candles, torches, and similar unprotected flames.\nIt causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.\nIn addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do.\nIt can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.\nGust of wind can be made permanent with a permanency spell.","short_description":"This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting a...","material_components":"0","name":"Gust of Wind","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 3 \/ Nentyar Hunter 2 \/ Sha'ir 2","full_text":"<div><p><h5>Gust of Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 3 \/ Nentyar Hunter 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Line-shaped gust of severe wind emanating out from you to the extreme of the range<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.<br \/>A Tiny or smaller creature on the ground is knocked down and rolled 1d4&#215;10 feet, taking 1d4 points of nonlethal damage per 10 feet.<br \/>If flying, a Tiny or smaller creature is blown back 2d6&#215;10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.<br \/>Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6&#215;10 feet.<br \/>Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6&#215;5 feet.<br \/>Large or larger creatures may move normally within a gust of wind effect.<br \/>A gust of wind can&#39;t move a creature beyond the limit of its range.<br \/>Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.<br \/>The force of the gust automatically extinguishes candles, torches, and similar unprotected flames.<br \/>It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.<br \/>In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do.<br \/>It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.<br \/>Gust of wind can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 238<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"24 hours","range":"Touch","target":"","effect":"","area":"40-ft. radius emanating from the touched point","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"See text","description":"Hallow makes a particular site, building, or structure a holy site.\nThis has four major effects.\nFirst, the site or structure is guarded by a magic circle against evil effect.\nSecond, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty.\nSpell resistance does not apply to this effect.\n(This provision does not apply to the druid version of the spell).\nThird, any dead body interred in a hallowed site cannot be turned into an undead creature.\nFinally, you may choose to fix a single spell effect to the hallowed site.\nThe spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect.\nYou may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment.\nFor example, you may create a bless effect that aids all creatures of your alignment or faith in the area, or a bane effect that hinders creatures of the opposed alignment or an enemy faith.\nAt the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.\nSpell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.\nSaving throws and spell resistance might apply to these spells' effects.\n(See the individual spell descriptions for details).\nAn area can receive only one hallow spell (and its associated spell effect) at a time.\nHallow counters but does not dispel unhallow.\nMaterial Component:Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.","short_description":"Hallow makes a particular site, building, or structure a holy site.","material_components":"0","name":"Hallow","level":"Cleric 5 \/ Druid 5 \/ Divine Bard 6 \/ Urban Druid 5","full_text":"<div><p><h5>Hallow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5 \/ Divine Bard 6 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>Hallow makes a particular site, building, or structure a holy site.<br \/>This has four major effects.<br \/>First, the site or structure is guarded by a magic circle against evil effect.<br \/>Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty.<br \/>Spell resistance does not apply to this effect.<br \/>(This provision does not apply to the druid version of the spell).<br \/>Third, any dead body interred in a hallowed site cannot be turned into an undead creature.<br \/>Finally, you may choose to fix a single spell effect to the hallowed site.<br \/>The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect.<br \/>You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment.<br \/>For example, you may create a bless effect that aids all creatures of your alignment or faith in the area, or a bane effect that hinders creatures of the opposed alignment or an enemy faith.<br \/>At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.<br \/>Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.<br \/>Saving throws and spell resistance might apply to these spells&#39; effects.<br \/>(See the individual spell descriptions for details).<br \/>An area can receive only one hallow spell (and its associated spell effect) at a time.<br \/>Hallow counters but does not dispel unhallow.<br \/>Material Component:Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.<\/p><\/p>Reference: Player's Handbook v.3.5 238<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"5 miles","target":"","effect":"Ghostly hand","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You create the ghostly image of a hand, which you can send to find a creature within 5 miles.\nThe hand then beckons to that creature and leads it to you if the creature is willing to follow.\nWhen the spell is cast, the hand appears in front of you.\nYou then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class.\nWhen the description is complete, the hand streaks off in search of a subject that fits the description.\nThe amount of time it takes to find the subject depends on how far away she is.\nOnce the hand locates the subject, it beckons the creature to follow it.\nIf the subject does so, the hand points in your direction, indicating the most direct feasible route.\nThe hand hovers 10 feet in front of the subject, moving before it at a speed of asmuch as 240 feet per round.\nOnce the hand leads the subject back to you, it disappears.\nThe subject is not compelled to follow the hand or act in any particular way toward you.\nIf the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears.\nIf the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.\nIf more than one subject in a 5-mile radius meets the description, the hand locates the closest creature.\nIf that creature refuses to follow the hand, the hand does not seek out a second subject.\nIf, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.\nThe ghostly hand has no physical form.\nIt is invisible to anyone except you and a potential subject.\nIt cannot engage in combat or execute any other task aside from locating a subject and leading it back to you.\nThe hand can't pass through solid objects but can ooze through small cracks and slits.\nThe hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.","short_description":"You create the ghostly image of a hand, which you can send to find a creature within 5 miles.","material_components":"0","name":"Helping Hand","level":"Cleric 3 \/ Savant 3","full_text":"<div><p><h5>Helping Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>5 miles<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ghostly hand<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create the ghostly image of a hand, which you can send to find a creature within 5 miles.<br \/>The hand then beckons to that creature and leads it to you if the creature is willing to follow.<br \/>When the spell is cast, the hand appears in front of you.<br \/>You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class.<br \/>When the description is complete, the hand streaks off in search of a subject that fits the description.<br \/>The amount of time it takes to find the subject depends on how far away she is.<br \/>Once the hand locates the subject, it beckons the creature to follow it.<br \/>If the subject does so, the hand points in your direction, indicating the most direct feasible route.<br \/>The hand hovers 10 feet in front of the subject, moving before it at a speed of asmuch as 240 feet per round.<br \/>Once the hand leads the subject back to you, it disappears.<br \/>The subject is not compelled to follow the hand or act in any particular way toward you.<br \/>If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears.<br \/>If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.<br \/>If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature.<br \/>If that creature refuses to follow the hand, the hand does not seek out a second subject.<br \/>If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.<br \/>The ghostly hand has no physical form.<br \/>It is invisible to anyone except you and a potential subject.<br \/>It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you.<br \/>The hand can&#39;t pass through solid objects but can ooze through small cracks and slits.<br \/>The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaneous (1 round); see text","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"You draw down holy power to smite your enemies.\nOnly evil and neutral creatures are harmed by the spell; good creatures are unaffected.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round.\nA successful Will saving throw reduces damage to half and negates the blinded effect.\nThe spell deals only half damage to creatures who are neither good nor evil, and they are not blinded.\nSuch a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.","short_description":"You draw down holy power to smite your enemies.","material_components":"0","name":"Holy Smite","level":"Knight of the Chalice 4","full_text":"<div><p><h5>Holy Smite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Knight of the Chalice 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (1 round); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You draw down holy power to smite your enemies.<br \/>Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round.<br \/>A successful Will saving throw reduces damage to half and negates the blinded effect.<br \/>The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded.<br \/>Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.<\/p><\/p>Reference: Player's Handbook v.3.5 241<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Melee weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to channel holy power into your sword, or any other melee weapon you choose.\nThe weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents).\nIt also emits a magic circle against evil effect (as the spell).\nIf the magic circle ends, the sword creates a new one on your turn as a free action.\nThe spell is automatically canceled 1 round after the weapon leaves your hand.\nYou cannot have more than one holy sword at a time.\nIf this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.\nThis spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.\nThis spell does not work on artifacts.\nNote: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.","short_description":"This spell allows you to channel holy power into your sword, or any other melee weapon you choose.","material_components":"0","name":"Holy Sword","level":"Paladin 4 \/ Slayer of Domiel 4 \/ Vassal of Bahamut 4","full_text":"<div><p><h5>Holy Sword<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4 \/ Slayer of Domiel 4 \/ Vassal of Bahamut 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to channel holy power into your sword, or any other melee weapon you choose.<br \/>The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents).<br \/>It also emits a magic circle against evil effect (as the spell).<br \/>If the magic circle ends, the sword creates a new one on your turn as a free action.<br \/>The spell is automatically canceled 1 round after the weapon leaves your hand.<br \/>You cannot have more than one holy sword at a time.<br \/>If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.<br \/>This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.<br \/>This spell does not work on artifacts.<br \/>Note: A masterwork weapon&#39;s bonus to attack does not stack with an enhancement bonus to attack.<\/p><\/p>Reference: Player's Handbook v.3.5 242<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"Nongood creatures in a 40-ft.-radius spread centered on you","duration":"Instantaneous","saving_throw":"None or Will negates; see text","spell_resistance":"Yes","description":"Any nongood creature within the area that hears the holy word suffers the following ill effects.\nThe effects are cumulative and concurrent.\nNo saving throw is allowed against these effects.\nDeafened: The creature is deafened for 1d4 rounds.\nBlinded: The creature is blinded for 2d4 rounds.\nParalyzed: The creature is paralyzed and helpless for 1d10 minutes.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nFurthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes.\nCreatures so banished cannot return for at least 24 hours.\nThis effect takes place regardless of whether the creatures hear the holy word.\nThe banishment effect allows a Will save (at a -4 penalty) to negate.\nCreatures whose HD exceed your caster level are unaffected by holy word.","short_description":"Any nongood creature within the area that hears the holy word suffers the following ill effects.","material_components":"0","name":"Holy Word","level":"Cleric 7","full_text":"<div><p><h5>Holy Word<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Any nongood creature within the area that hears the holy word suffers the following ill effects.<br \/>The effects are cumulative and concurrent.<br \/>No saving throw is allowed against these effects.<br \/>Deafened: The creature is deafened for 1d4 rounds.<br \/>Blinded: The creature is blinded for 2d4 rounds.<br \/>Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.<br \/>Killed: Living creatures die.<br \/>Undead creatures are destroyed.<br \/>Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes.<br \/>Creatures so banished cannot return for at least 24 hours.<br \/>This effect takes place regardless of whether the creatures hear the holy word.<br \/>The banishment effect allows a Will save (at a -4 penalty) to negate.<br \/>Creatures whose HD exceed your caster level are unaffected by holy word.<\/p><\/p>Reference: Player's Handbook v.3.5 242<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Cylinder (20-ft. radius, 40 ft. high)","duration":"1 full round","saving_throw":"None","spell_resistance":"Yes","description":"Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).\n\n_Arcane Material Component_: A pinch of dust and a few drops of water.","short_description":"Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d...","material_components":"0","name":"Ice Storm","level":"Druid 4 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 3 \/ Disciple of Thrym 5 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4 \/ Savant 4","full_text":"<div><p><h5>Ice Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 3 \/ Disciple of Thrym 5 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4 \/ Savant 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm&#39;s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).<\/p>\n\n\t<p><em>Arcane Material Component<\/em>: A pinch of dust and a few drops of water.<\/p><\/p>Reference: Player's Handbook v.3.5 243<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"Creature touched; see text","effect":"","area":"","duration":"Permanent until discharged (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You transfer some of your currently prepared spells, and the ability to cast them, to another creature.\nOnly a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal.\nOnly cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred.\nThe number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.\nThe transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.\nOnce you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell.\nIn the meantime, you remain responsible to your deity or your principles for the use to which the spell is put.\nIf the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.\nTo cast a spell with a verbal component, the subject must be able to speak.\nTo cast a spell with a somatic component, it must have humanlike hands.\nTo cast a spell with a material component or focus, it must have the materials or focus.","short_description":"You transfer some of your currently prepared spells, and the ability to cast them, to another creatur...","material_components":"0","name":"Imbue With Spell Ability","level":"Cleric 4","full_text":"<div><p><h5>Imbue With Spell Ability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You transfer some of your currently prepared spells, and the ability to cast them, to another creature.<br \/>Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal.<br \/>Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred.<br \/>The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can&#39;t exceed this limit.<br \/>The transferred spell&#39;s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.<br \/>Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell.<br \/>In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put.<br \/>If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.<br \/>To cast a spell with a verbal component, the subject must be able to speak.<br \/>To cast a spell with a somatic component, it must have humanlike hands.<br \/>To cast a spell with a material component or focus, it must have the materials or focus.<\/p><\/p>Reference: Player's Handbook v.3.5 243<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corporeal creature\/round","effect":"","area":"","duration":"Concentration (up to 4 rounds)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You create a destructive resonance in a corporeal creature's body.\nFor each round you concentrate, you cause one creature to collapse in on itself, killing it.\n(This effect, being instantaneous, cannot be dispelled).\nYou can target a particular creature only once with each casting of the spell.\nImplosion has no effect on creatures in gaseous form or on incorporeal creatures.","short_description":"You create a destructive resonance in a corporeal creature's body.","material_components":"0","name":"Implosion","level":"Cleric 9 \/ Warmage 9 \/ Blighter 9 \/ Death Master 9","full_text":"<div><p><h5>Implosion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Warmage 9 \/ Blighter 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (up to 4 rounds)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a destructive resonance in a corporeal creature&#39;s body.<br \/>For each round you concentrate, you cause one creature to collapse in on itself, killing it.<br \/>(This effect, being instantaneous, cannot be dispelled).<br \/>You can target a particular creature only once with each casting of the spell.<br \/>Implosion has no effect on creatures in gaseous form or on incorporeal creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 243<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.","short_description":"You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates al...","material_components":"0","name":"Invisibility Purge","level":"Cleric 3 \/ Knight of the Chalice 3 \/ Savant 3","full_text":"<div><p><h5>Invisibility Purge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Knight of the Chalice 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.<\/p><\/p>Reference: Player's Handbook v.3.5 245<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"20-ft.-radius sphere centered on your location","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create an unmoving, opaque sphere of force of any color you desire around yourself.\nHalf the sphere projects above the ground, and the lower hemisphere passes through the ground.\nAs many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it.\nHowever, if you remove yourself from the hut, the spell ends.\nThe temperature inside the hut is 70\u00b0 F if the exterior temperature is between 0\u00b0 and 100\u00b0 F.\nAn exterior temperature below 0\u00b0 or above 100\u00b0 lowers or raises the interior temperature on a 1-degree-for-1 basis (thus, if it's -20\u00b0 outside, inside the hut it's 50\u00b0).\nThe hut also provides protection against the elements, such as rain, dust, and sandstorms.\nThe hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.\nThe interior of the hut is a hemisphere.\nYou can illuminate it dimly upon command or extinguish the light as desired.\nAlthough the force field is opaque from the outside, it is transparent from within.\nMissiles, weapons, and most spell effects can pass through\nthe hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).\nMaterial Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.","short_description":"You create an unmoving, opaque sphere of force of any color you desire around yourself.","material_components":"0","name":"Leomund's Tiny Hut","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3 \/ Urban Druid 3","full_text":"<div><p><h5>Leomund's Tiny Hut<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Sha'ir 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-radius sphere centered on your location<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create an unmoving, opaque sphere of force of any color you desire around yourself.<br \/>Half the sphere projects above the ground, and the lower hemisphere passes through the ground.<br \/>As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it.<br \/>However, if you remove yourself from the hut, the spell ends.<br \/>The temperature inside the hut is 70\u00b0 F if the exterior temperature is between 0\u00b0 and 100\u00b0 F.<br \/>An exterior temperature below 0\u00b0 or above 100\u00b0 lowers or raises the interior temperature on a 1-degree-for-1 basis (thus, if it&#39;s -20\u00b0 outside, inside the hut it&#39;s 50\u00b0).<br \/>The hut also provides protection against the elements, such as rain, dust, and sandstorms.<br \/>The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.<br \/>The interior of the hut is a hemisphere.<br \/>You can illuminate it dimly upon command or extinguish the light as desired.<br \/>Although the force field is opaque from the outside, it is transparent from within.<br \/>Missiles, weapons, and most spell effects can pass through<br \/>the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).<br \/>Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.<\/p><\/p>Reference: Player's Handbook v.3.5 247<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim light for an additional 20 feet) from the point you touch.\nThe effect is immobile, but it can be cast on a movable object.\nLight taken into an area of magical darkness does not function.\nA light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.\nArcane Material Component: A firefly or a piece of phosphorescent moss.","short_description":"This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim l...","material_components":"0","name":"Light","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Warmage 0 \/ Healer 0 \/ Nentyar Hunter 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Urban Druid 0 \/ Court Herald 0","full_text":"<div><p><h5>Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Warmage 0 \/ Healer 0 \/ Nentyar Hunter 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Urban Druid 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim light for an additional 20 feet) from the point you touch.<br \/>The effect is immobile, but it can be cast on a movable object.<br \/>Light taken into an area of magical darkness does not function.<br \/>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.<br \/>Arcane Material Component: A firefly or a piece of phosphorescent moss.<\/p><\/p>Reference: Player's Handbook v.3.5 248<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"120 ft.","target":"","effect":"","area":"120-ft. line","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area.\nThe bolt begins at your fingertips.\nThe lightning bolt sets fire to combustibles and damages objects in its path.\nIt can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.\nIf the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.\nMaterial Component: A bit of fur and an amber, crystal, or glass rod.","short_description":"You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per ca...","material_components":"0","name":"Lightning Bolt","level":"Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Adept 3 \/ Sha'ir 3","full_text":"<div><p><h5>Lightning Bolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Adept 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>120 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area.<br \/>The bolt begins at your fingertips.<br \/>The lightning bolt sets fire to combustibles and damages objects in its path.<br \/>It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.<br \/>If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell&#39;s range permits; otherwise, it stops at the barrier just as any other spell effect does.<br \/>Material Component: A bit of fur and an amber, crystal, or glass rod.<\/p><\/p>Reference: Player's Handbook v.3.5 248<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to five creatures, no two of which can be more than 15 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. \n\nThe missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.\n\nFor every two caster levels beyond 1st, you gain an additional missile--two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.","short_description":"A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 poi...","material_components":"0","name":"Magic Missile","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1 \/ Knight of the Weave 1 \/ Nentyar Hunter 1 \/ Sha'ir 1 \/ Wu Jen 1","full_text":"<div><p><h5>Magic Missile<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1 \/ Knight of the Weave 1 \/ Nentyar Hunter 1 \/ Sha'ir 1 \/ Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. <\/p>\n\n\t<p>The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can&#39;t be singled out. Inanimate objects are not damaged by the spell.<\/p>\n\n\t<p>For every two caster levels beyond 1st, you gain an additional missile&#8212;two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.<\/p><\/p>Reference: Player's Handbook v.3.5 251<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Four 40-ft.-radius spreads; see text","duration":"Instantaneous","saving_throw":"None or Reflex half; see text","spell_resistance":"Yes","description":"Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects.\nWhen you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.\nThe meteor spheres leave a fiery trail of sparks.\nIf you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor.\nAny creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below).\nIf a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space.\nYou may aim more than one meteor at the same target.\nOnce a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area.\nIf a creature is within the area of more than one sphere, it must save separately against each.\n(Fire resistance applies to each sphere's damage individually).","short_description":"Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects.","material_components":"0","name":"Meteor Swarm","level":"Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9","full_text":"<div><p><h5>Meteor Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects.<br \/>When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.<br \/>The meteor spheres leave a fiery trail of sparks.<br \/>If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor.<br \/>Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere&#39;s fire damage (see below).<br \/>If a targeted sphere misses its target, it simply explodes at the nearest corner of the target&#39;s space.<br \/>You may aim more than one meteor at the same target.<br \/>Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area.<br \/>If a creature is within the area of more than one sphere, it must save separately against each.<br \/>(Fire resistance applies to each sphere&#39;s damage individually).<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, XP","casting_time":"1 standard action","range":"See text","target":"See text","effect":"","area":"","duration":"See text","saving_throw":"See text","spell_resistance":"Yes","description":"You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. The DM then determines the particular effect of the miracle.\n\nA miracle can do any of the following things.\n* Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).\n* Duplicate any other spell of 7th level or lower.\n* Undo the harmful effects of certain spells, such as feeblemind or insanity.\n* Have any effect whose power level is in line with the above effects.\nIf the miracle has any of the above effects, casting it has no experience point cost. \n\nAlternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.\n* Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.\n* Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.\n* Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.\nIn any event, a request that is out of line with the deity's (or alignment's) nature is refused.\n\nA duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. \n\nXP Cost: 5,000 XP (for some uses of the miracle spell; see above).","short_description":"You don't so much cast a miracle as request one.","material_components":"0","name":"Miracle","level":"Cleric 9","full_text":"<div><p><h5>Miracle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You don&#39;t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. The DM then determines the particular effect of the miracle.<\/p>\n\n\t<p>A miracle can do any of the following things.\n\t<ul>\n\t\t<li>Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).<\/li>\n\t\t<li>Duplicate any other spell of 7th level or lower.<\/li>\n\t\t<li>Undo the harmful effects of certain spells, such as feeblemind or insanity.<\/li>\n\t\t<li>Have any effect whose power level is in line with the above effects.<\/li>\n\t<\/ul><br \/>If the miracle has any of the above effects, casting it has no experience point cost. <\/p>\n\n\t<p>Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.\n\t<ul>\n\t\t<li>Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.<\/li>\n\t\t<li>Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.<\/li>\n\t\t<li>Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.<\/li>\n\t<\/ul><br \/>In any event, a request that is out of line with the deity&#39;s (or alignment&#39;s) nature is refused.<\/p>\n\n\t<p>A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. <\/p>\n\n\t<p>XP Cost: 5,000 XP (for some uses of the miracle spell; see above).<\/p><\/p>Reference: Player's Handbook v.3.5 254<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One sword","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"This spell brings into being a shimmering, swordlike plane of force.\nThe sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell.\nThe sword attacks its designated target once each round on your turn.\nIts attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus.\nAs a force effect, it can strike ethereal and incorporeal creatures.\nIt deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.\nThe sword always strikes from your direction.\nIt does not get a bonus for flanking or help a combatant get one.\nIf the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.\nEach round after the first, you can use a standard action to switch the sword to a new target.\nIf you do not, the sword continues to attack the previous round's target.\nThe sword cannot be attacked or harmed by physical\nattacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.\nThe sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).\nIf an attacked creature has spell resistance, the resistance is checked the first time Mordenkainen's sword strikes it.\nIf the sword is successfully resisted, the spell is dispelled.\nIf not, the sword has its normal full effect on that creature for the duration of the spell.\nFocus: A miniature platinum sword with a grip and pommel of copper and zinc.\nIt costs 250 gp to construct.","short_description":"This spell brings into being a shimmering, swordlike plane of force.","material_components":"0","name":"Mordenkainen's Sword","level":"Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Sha'ir 7","full_text":"<div><p><h5>Mordenkainen's Sword<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One sword<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell brings into being a shimmering, swordlike plane of force.<br \/>The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell.<br \/>The sword attacks its designated target once each round on your turn.<br \/>Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus.<br \/>As a force effect, it can strike ethereal and incorporeal creatures.<br \/>It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.<br \/>The sword always strikes from your direction.<br \/>It does not get a bonus for flanking or help a combatant get one.<br \/>If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.<br \/>Each round after the first, you can use a standard action to switch the sword to a new target.<br \/>If you do not, the sword continues to attack the previous round&#39;s target.<br \/>The sword cannot be attacked or harmed by physical<br \/>attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.<br \/>The sword&#39;s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).<br \/>If an attacked creature has spell resistance, the resistance is checked the first time Mordenkainen&#39;s sword strikes it.<br \/>If the sword is successfully resisted, the spell is dispelled.<br \/>If not, the sword has its normal full effect on that creature for the duration of the spell.<br \/>Focus: A miniature platinum sword with a grip and pommel of copper and zinc.<br \/>It costs 250 gp to construct.<\/p><\/p>Reference: Player's Handbook v.3.5 256<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Nonlawful creatures within a burst that fills a 30-ft. cube","duration":"Instantaneous (1 round); see text","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"You channel lawful power to smite enemies.\nThe power takes the form of a three-dimensional grid of energy.\nOnly chaotic and neutral (not lawful) creatures are harmed by the spell.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round.\nA successful Will save reduces the damage to half and negates the daze effect.\nThe spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed.\nThey can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.","short_description":"You channel lawful power to smite enemies.","material_components":"0","name":"Order's Wrath","level":"","full_text":"<div><p><h5>Order's Wrath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (1 round); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You channel lawful power to smite enemies.<br \/>The power takes the form of a three-dimensional grid of energy.<br \/>Only chaotic and neutral (not lawful) creatures are harmed by the spell.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round.<br \/>A successful Will save reduces the damage to half and negates the daze effect.<br \/>The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed.<br \/>They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.<\/p><\/p>Reference: Player's Handbook v.3.5 258<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"See text","effect":"","area":"","duration":"Instantaneous or 1 round\/level; see text","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"Otiluke's Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area.\nAn elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).\nIf the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet).\nThis ice lasts for 1 round per caster level.\nCreatures that were swimming on the surface of frozen water become trapped in the ice.\nAttempting to break free is a full-round action.\nA trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.\nYou can refrain from firing the globe after completing the spell, if you wish.\nTreat this as a touch spell for which you are holding the charge (see page 176).\nYou can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect).\nFiring the globe in a later round is a standard action.\nFocus: A small crystal sphere.","short_description":"Otiluke's Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to ...","material_components":"0","name":"Otiluke's Freezing Sphere","level":"Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Sha'ir 6","full_text":"<div><p><h5>Otiluke's Freezing Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous or 1 round\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Otiluke&#39;s Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area.<br \/>An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).<br \/>If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet).<br \/>This ice lasts for 1 round per caster level.<br \/>Creatures that were swimming on the surface of frozen water become trapped in the ice.<br \/>Attempting to break free is a full-round action.<br \/>A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.<br \/>You can refrain from firing the globe after completing the spell, if you wish.<br \/>Treat this as a touch spell for which you are holding the charge (see page 176).<br \/>You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect).<br \/>Firing the globe in a later round is a standard action.<br \/>Focus: A small crystal sphere.<\/p><\/p>Reference: Player's Handbook v.3.5 258<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"1-ft.-diameter\/level sphere, centered around a creature","area":"","duration":"1 min.\/level (D)","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.\nThe sphere contains its subject for the spell's duration.\nThe sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell.\nThese effects destroy the sphere without harm to the subject.\nNothing can pass through the sphere, inside or out, though the subject can breathe normally.\nThe subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.\nMaterial Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.","short_description":"A globe of shimmering force encloses a creature, provided the creature is small enough to fit within ...","material_components":"0","name":"Otiluke's Resilient Sphere","level":"Sorcerer 4 \/ Wizard 4 \/ Trapsmith 2 \/ Sha'ir 4","full_text":"<div><p><h5>Otiluke's Resilient Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Trapsmith 2 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1-ft.-diameter\/level sphere, centered around a creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.<br \/>The sphere contains its subject for the spell&#39;s duration.<br \/>The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell.<br \/>These effects destroy the sphere without harm to the subject.<br \/>Nothing can pass through the sphere, inside or out, though the subject can breathe normally.<br \/>The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.<br \/>Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.<\/p><\/p>Reference: Player's Handbook v.3.5 258<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"1-ft.-diameter\/level sphere, centered around creatures or objects","area":"","duration":"1 min.\/level (D)","saving_throw":"Reflex negates (object)","spell_resistance":"Yes (object)","description":"This spell functions like Otiluke's resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless.\nAnything contained within an Otiluke's telekinetic sphere weighs only one-sixteenth of its normal weight.\nYou can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less.\nThe telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.\nYou can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere.\nYou can begin moving a sphere in the round after casting the spell.\nIf you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round.\nIf you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again.\nIf you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's duration.\nThe sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.\nYou can move the sphere telekinetically even if you are in it.\nMaterial Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.","short_description":"This spell functions like Otiluke's resilient sphere, with the addition that the creatures or objects...","material_components":"0","name":"Otiluke's Telekinetic Sphere","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8","full_text":"<div><p><h5>Otiluke's Telekinetic Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1-ft.-diameter\/level sphere, centered around creatures or objects<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Otiluke&#39;s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless.<br \/>Anything contained within an Otiluke&#39;s telekinetic sphere weighs only one-sixteenth of its normal weight.<br \/>You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less.<br \/>The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.<br \/>You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere.<br \/>You can begin moving a sphere in the round after casting the spell.<br \/>If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round.<br \/>If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell&#39;s duration expires, or you begin concentrating again.<br \/>If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell&#39;s duration.<br \/>The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.<br \/>You can move the sphere telekinetically even if you are in it.<br \/>Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A blue-white ray of freezing air and ice springs from your hand.\nYou must succeed on a ranged touch attack with the ray to deal damage to a target.\nThe ray deals 1d6 points of cold damage per caster level (maximum 25d6).\nFocus: A small, white ceramic cone or prism.","short_description":"A blue-white ray of freezing air and ice springs from your hand.","material_components":"0","name":"Polar Ray","level":"Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Duskblade 5 \/ Sha'ir 8","full_text":"<div><p><h5>Polar Ray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Duskblade 5 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A blue-white ray of freezing air and ice springs from your hand.<br \/>You must succeed on a ranged touch attack with the ray to deal damage to a target.<br \/>The ray deals 1d6 points of cold damage per caster level (maximum 25d6).<br \/>Focus: A small, white ceramic cone or prism.<\/p><\/p>Reference: Player's Handbook v.3.5 262<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.\n\n|_. 1d8 |_. Color of Beam |_. Effect |\n| 1 | Red | 20 points fire damage (Reflex half) |\n| 2 | Orange | 40 points acid damage (Reflex half) |\n| 3 | Yellow | 80 points electricity damage (Reflex half) |\n| 4 | Green | Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) |\n| 5 | Blue | Turned to stone (Fortitude negates) |\n| 6 | Indigo | Insane, as insanity spell (Will negates) |\n| 7 | Violet | Sent to another plane (Will negates) |\n| 8 | -- | Struck by two rays; roll twice more, ignoring any 8 results. |","short_description":"This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand....","material_components":"0","name":"Prismatic Spray","level":"Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Sha'ir 7","full_text":"<div><p><h5>Prismatic Spray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>1d8 <\/th>\n\t\t\t<th>Color of Beam <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> 20 points fire damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Orange <\/td>\n\t\t\t<td> 40 points acid damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Yellow <\/td>\n\t\t\t<td> 80 points electricity damage (Reflex half) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> Turned to stone (Fortitude negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Indigo <\/td>\n\t\t\t<td> Insane, as insanity spell (Will negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Violet <\/td>\n\t\t\t<td> Sent to another plane (Will negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Struck by two rays; roll twice more, ignoring any &quot;8&quot; results. <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook v.3.5 264<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"Flame in your palm","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.\n\nIn addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.\n\nThis spell does not function underwater.","short_description":"Flames as bright as a torch appear in your open hand.","material_components":"0","name":"Produce Flame","level":"Druid 1 \/ Blighter 2","full_text":"<div><p><h5>Produce Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Blighter 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Flame in your palm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.<\/p>\n\n\t<p>In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.<\/p>\n\n\t<p>This spell does not function underwater.<\/p><\/p>Reference: Player's Handbook v.3.5 265<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A ray of freezing air and ice projects from your pointing finger.\nYou must succeed on a ranged touch attack with the ray to deal damage to a target.\nThe ray deals 1d3 points of cold damage.","short_description":"A ray of freezing air and ice projects from your pointing finger.","material_components":"0","name":"Ray of Frost","level":"Sorcerer 0 \/ Wizard 0 \/ Warmage 0 \/ Duskblade 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0","full_text":"<div><p><h5>Ray of Frost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0 \/ Warmage 0 \/ Duskblade 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A ray of freezing air and ice projects from your pointing finger.<br \/>You must succeed on a ranged touch attack with the ray to deal damage to a target.<br \/>The ray deals 1d3 points of cold damage.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One or more rays","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You blast your enemies with fiery rays.\nYou may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).\nEach ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.\nThe rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.","short_description":"You blast your enemies with fiery rays.","material_components":"0","name":"Scorching Ray","level":"Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Warmage 2 \/ Duskblade 2 \/ Sha'ir 2","full_text":"<div><p><h5>Scorching Ray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Warmage 2 \/ Duskblade 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One or more rays<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You blast your enemies with fiery rays.<br \/>You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).<br \/>Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.<br \/>The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.<\/p><\/p>Reference: Player's Handbook v.3.5 274<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light, such as a vampire, takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).","short_description":"Focusing divine power like a ray of the sun, you project a blast of light from your open palm.","material_components":"0","name":"Searing Light","level":"Cleric 3 \/ Hunter of the Dead 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 3","full_text":"<div><p><h5>Searing Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Hunter of the Dead 3 \/ Vassal of Bahamut 3 \/ Knight of the Chalice 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light, such as a vampire, takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"See text","target":"One creature","effect":"","area":"","duration":"1 round; see text","saving_throw":"None","spell_resistance":"No","description":"You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject.\nThe subject recognizes you if it knows you.\nIt can answer in like manner immediately.\nA creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score.\nEven if the sending is received, the subject is not obligated to act upon it in any manner.\nIf the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive.\n(Local conditions on other planes may worsen this chance considerably, at the option of the DM).\nArcane Material Component: A short piece of fine copper wire.","short_description":"You contact a particular creature with which you are familiar and send a short message of twenty-five...","material_components":"0","name":"Sending","level":"Cleric 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Divine Bard 4 \/ Savant 4 \/ Sha'ir 5 \/ Court Herald 5","full_text":"<div><p><h5>Sending<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Divine Bard 4 \/ Savant 4 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject.<br \/>The subject recognizes you if it knows you.<br \/>It can answer in like manner immediately.<br \/>A creature with an Intelligence score as low as 1 can understand the sending, though the subject&#39;s ability to react is limited as normal by its Intelligence score.<br \/>Even if the sending is received, the subject is not obligated to act upon it in any manner.<br \/>If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive.<br \/>(Local conditions on other planes may worsen this chance considerably, at the option of the DM).<br \/>Arcane Material Component: A short piece of fine copper wire.<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft.-radius spread; or one solid object or one crystalline creature","duration":"Instantaneous","saving_throw":"Will negates (object); Will negates (object) or Fortitude half; see text","spell_resistance":"Yes (object)","description":"Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.\nUsed as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth.\nAll such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell.\nObjects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.\nAlternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.\nTargeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.\nArcane Material Component: A chip of mica.","short_description":"Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid...","material_components":"0","name":"Shatter","level":"Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Sha'ir 2 \/ Death Master 2","full_text":"<div><p><h5>Shatter<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Sha'ir 2 \/ Death Master 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object); Will negates (object) or Fortitude half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.<br \/>Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth.<br \/>All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell.<br \/>Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.<br \/>Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.<br \/>Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.<br \/>Arcane Material Component: A chip of mica.<\/p><\/p>Reference: Player's Handbook v.3.5 278<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or object touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).\nWhen delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).","short_description":"Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5...","material_components":"0","name":"Shocking Grasp","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1 \/ Duskblade 1 \/ Sha'ir 1 \/ Jester 1 \/ Death Master 1","full_text":"<div><p><h5>Shocking Grasp<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1 \/ Duskblade 1 \/ Sha'ir 1 \/ Jester 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).<br \/>When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude partial or Reflex negates (object); see text","spell_resistance":"Yes (object)","description":"You emit an ear-splitting yell that deafens and damages creatures in its path.\nAny creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage.\nA successful save negates the deafness and reduces the damage by half.\nAny exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6).\nAn affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.\nA shout spell cannot penetrate a silence spell.","short_description":"You emit an ear-splitting yell that deafens and damages creatures in its path.","material_components":"0","name":"Shout","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Knight of the Chalice 3 \/ Duskblade 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Jester 4","full_text":"<div><p><h5>Shout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Knight of the Chalice 3 \/ Duskblade 4 \/ Wu Jen 4 \/ Sha'ir 4 \/ Jester 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial or Reflex negates (object); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td>td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You emit an ear-splitting yell that deafens and damages creatures in its path.<br \/>Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage.<br \/>A successful save negates the deafness and reduces the damage by half.<br \/>Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6).<br \/>An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.<br \/>A shout spell cannot penetrate a silence spell.<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"","range":"60 ft.","target":"","effect":"","area":"","duration":"","saving_throw":"Fortitude partial or Reflex negates (object); see text","spell_resistance":"","description":"This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures).\nIt also causes creatures to be stunned for 1 round and deafened for 4d6 rounds.\nA creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save.\nA creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.\nArcane Focus: A small metal or ivory horn.","short_description":"This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 point...","material_components":"0","name":"Shout, Greater","level":"Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Sha'ir 8","full_text":"<div><p><h5>Shout, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial or Reflex negates (object); see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures).<br \/>It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds.<br \/>A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save.<br \/>A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.<br \/>Arcane Focus: A small metal or ivory horn.<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You blast an area with a tremendous cacophony.\n\nEvery creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.\n\nArcane Focus: A musical instrument.","short_description":"You blast an area with a tremendous cacophony.","material_components":"0","name":"Sound Burst","level":"Bard 2 \/ Cleric 2 \/ Knight of the Chalice 2 \/ Jester 2","full_text":"<div><p><h5>Sound Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Knight of the Chalice 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You blast an area with a tremendous cacophony.<\/p>\n\n\t<p>Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.<\/p>\n\n\t<p>Arcane Focus: A musical instrument.<\/p><\/p>Reference: Player's Handbook v.3.5 281<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Magic weapon of force","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a  flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. \n\nEach round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.\n\nA spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). \n\nIf an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.\n\nThe weapon that you get is often a force replica of your deity's own personal weapon, many of which have individual names. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time.\n\nThe weapons associated with each deity or alignment are as follows.\n\n_Boccob:_ Quarterstaff, Staff of Boccob\n_Corellon Larethian:_ Longsword, Sahandrian\n_Ehlonna:_ Longsword, Jenevier\n_Erythnul:_ Morningstar, Agony\n_Fharlanghn:_ Quarterstaff, Traveler's Friend\n_Garl Glittergold:_ Battleaxe, Arumdina\n_Gruumsh:_ Spear, Bloodspear\n_Heironeous:_ Longsword, Justice-bringer\n_Hextor:_ Flail, Executioner\n_Kord:_ Greatsword, Kelmar\n_Moradin:_ Warhammer, Soulhammer\n_Nerull:_ Scythe, Lifecutter\n_Obad-Hai:_ Quarterstaff, Stormstouch\n_Olidammara:_ Rapier, Swiftstrike\n_Pelor:_ Heavy Mace, Sunscepter\n_St. Cuthbert:_ Heavy Mace, The Mace of Cuthbert\n_Vecna:_ Dagger, Afterthought\n_Wee Jas:_ Dagger, Discretion\n_Yondalla:_ Short sword, Hornblade\n_Chaos:_ Battleaxe, The Blade of Change\n_Evil:_ Light flail, The Scourge of Souls\n_Good:_ Warhammer, The Hammer of Justice\n_Law:_ Sword, The Sword of Truth","short_description":"A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct...","material_components":"0","name":"Spiritual Weapon","level":"Cleric 2 \/ Knight of the Chalice 2","full_text":"<div><p><h5>Spiritual Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Knight of the Chalice 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magic weapon of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a  flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. <\/p>\n\n\t<p>Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round&#39;s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell&#39;s range, not the weapon&#39;s normal range increment, and switching targets still is a move action.<\/p>\n\n\t<p>A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon&#39;s AC against touch attacks is 12 (10 + size bonus for Tiny object). <\/p>\n\n\t<p>If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.<\/p>\n\n\t<p>The weapon that you get is often a force replica of your deity&#39;s own personal weapon, many of which have individual names. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time.<\/p>\n\n\t<p>The weapons associated with each deity or alignment are as follows.<\/p>\n\n\t<p><em>Boccob:<\/em> Quarterstaff, &quot;Staff of Boccob&quot;<br \/><em>Corellon Larethian:<\/em> Longsword, &quot;Sahandrian&quot;<br \/><em>Ehlonna:<\/em> Longsword, &quot;Jenevier&quot;<br \/><em>Erythnul:<\/em> Morningstar, &quot;Agony&quot;<br \/><em>Fharlanghn:<\/em> Quarterstaff, &quot;Traveler&#39;s Friend&quot;<br \/><em>Garl Glittergold:<\/em> Battleaxe, &quot;Arumdina&quot;<br \/><em>Gruumsh:<\/em> Spear, &quot;Bloodspear&quot;<br \/><em>Heironeous:<\/em> Longsword, &quot;Justice-bringer&quot;<br \/><em>Hextor:<\/em> Flail, &quot;Executioner&quot;<br \/><em>Kord:<\/em> Greatsword, &quot;Kelmar&quot;<br \/><em>Moradin:<\/em> Warhammer, &quot;Soulhammer&quot;<br \/><em>Nerull:<\/em> Scythe, &quot;Lifecutter&quot;<br \/><em>Obad-Hai:<\/em> Quarterstaff, &quot;Stormstouch&quot;<br \/><em>Olidammara:<\/em> Rapier, &quot;Swiftstrike&quot;<br \/><em>Pelor:<\/em> Heavy Mace, &quot;Sunscepter&quot;<br \/><em>St. Cuthbert:<\/em> Heavy Mace, &quot;The Mace of Cuthbert&quot;<br \/><em>Vecna:<\/em> Dagger, &quot;Afterthought&quot;<br \/><em>Wee Jas:<\/em> Dagger, &quot;Discretion&quot;<br \/><em>Yondalla:<\/em> Short sword, &quot;Hornblade&quot;<br \/><em>Chaos:<\/em> Battleaxe, &quot;The Blade of Change&quot;<br \/><em>Evil:<\/em> Light flail, &quot;The Scourge of Souls&quot;<br \/><em>Good:<\/em> Warhammer, &quot;The Hammer of Justice&quot;<br \/><em>Law:<\/em> Sword, &quot;The Sword of Truth&quot;<\/p><\/p>Reference: Player's Handbook v.3.5 283<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Line from your hand","duration":"1 round\/level or until all beams are exhausted","saving_throw":"Reflex negates and Reflex half; see text","spell_resistance":"Yes","description":"For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round.\nYou can call forth one beam per three caster levels (maximum six beams at 18th level).\nThe spell ends when its duration runs out or your allotment of beams is exhausted.\nEach creature in the beam is blinded and takes 4d6 points of damage.\nAny creatures to which sunlight is harmful or unnatural take double damage.\nA successful Reflex save negates the blindness and reduces the damage by half.\nAn undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful.\nIn addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.","short_description":"For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense lig...","material_components":"0","name":"Sunbeam","level":"Druid 7 \/ Warmage 7","full_text":"<div><p><h5>Sunbeam<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7 \/ Warmage 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until all beams are exhausted<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates and Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round.<br \/>You can call forth one beam per three caster levels (maximum six beams at 18th level).<br \/>The spell ends when its duration runs out or your allotment of beams is exhausted.<br \/>Each creature in the beam is blinded and takes 4d6 points of damage.<br \/>Any creatures to which sunlight is harmful or unnatural take double damage.<br \/>A successful Reflex save negates the blindness and reduces the damage by half.<br \/>An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful.<br \/>In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.<br \/>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"80-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex partial; see text","spell_resistance":"Yes","description":"Sunburst causes a globe of searing radiance to explode silently from a point you select.\nAll creatures in the globe are blinded and take 6d6 points of damage.\nA creature to which sunlight is harmful or unnatural takes double damage.\nA successful Reflex save negates the blindness and reduces the damage by half.\nAn undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful.\nIn addition, the burst results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fail its save.\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.\nSunburst dispels any darkness spells of lower than 9th level within its area.\nArcane Material Component: A piece of sunstone and a naked flame.","short_description":"Sunburst causes a globe of searing radiance to explode silently from a point you select.","material_components":"0","name":"Sunburst","level":"Druid 8 \/ Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Sha'ir 8","full_text":"<div><p><h5>Sunburst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Sunburst causes a globe of searing radiance to explode silently from a point you select.<br \/>All creatures in the globe are blinded and take 6d6 points of damage.<br \/>A creature to which sunlight is harmful or unnatural takes double damage.<br \/>A successful Reflex save negates the blindness and reduces the damage by half.<br \/>An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful.<br \/>In addition, the burst results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fail its save.<br \/>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.<br \/>Sunburst dispels any darkness spells of lower than 9th level within its area.<br \/>Arcane Material Component: A piece of sunstone and a naked flame.<\/p><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"10 minutes","range":"Touch","target":"One freestanding structure","effect":"","area":"","duration":"Up to 1 round\/level","saving_throw":"None; see text","spell_resistance":"Yes","description":"By attuning yourself to a freestanding structure such as a building, bridge, or dam, you can create a damaging vibration within it.\nOnce it begins, the vibration deals 2d10 points of damage per round to the target structure.\n(Hardness has no effect on the spell's damage).\nYou can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round\/level.\nIf the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.\nSympathetic vibration cannot affect creatures (including constructs).\nSince a structure is an unattended object, it gets no saving throw to resist the effect.\nFocus: A tuning fork.","short_description":"By attuning yourself to a freestanding structure such as a building, bridge, or dam, you can create a...","material_components":"0","name":"Sympathetic Vibration","level":"Bard 6","full_text":"<div><p><h5>Sympathetic Vibration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By attuning yourself to a freestanding structure such as a building, bridge, or dam, you can create a damaging vibration within it.<br \/>Once it begins, the vibration deals 2d10 points of damage per round to the target structure.<br \/>(Hardness has no effect on the spell&#39;s damage).<br \/>You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round\/level.<br \/>If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.<br \/>Sympathetic vibration cannot affect creatures (including constructs).<br \/>Since a structure is an unattended object, it gets no saving throw to resist the effect.<br \/>Focus: A tuning fork.<\/p><\/p>Reference: Player's Handbook v.3.5 291<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"3-ft.-diameter disk of force","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You create a slightly concave, circular plane of force that follows you about and carries loads for you.\nThe disk is 3 feet in diameter and 1 inch deep at its center.\nIt can hold 100 pounds of weight per caster level.\n(If used to transport a liquid, its capacity is 2 gallons).\nThe disk floats approximately 3 feet above the ground at all times and remains level.\nIt floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.\nIf not otherwise directed, it maintains a constant interval of 5 feet between itself and you.\nThe disk winks out of existence when the spell duration expires.\nThe disk also winks out if you move beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it.\nWhen the disk winks out, whatever it was supporting falls to the surface beneath it.\nMaterial Component: A drop of mercury.","short_description":"You create a slightly concave, circular plane of force that follows you about and carries loads for y...","material_components":"0","name":"Tenser's Floating Disk","level":"Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Sha'ir 1","full_text":"<div><p><h5>Tenser's Floating Disk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Sha'ir 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>3-ft.-diameter disk of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a slightly concave, circular plane of force that follows you about and carries loads for you.<br \/>The disk is 3 feet in diameter and 1 inch deep at its center.<br \/>It can hold 100 pounds of weight per caster level.<br \/>(If used to transport a liquid, its capacity is 2 gallons).<br \/>The disk floats approximately 3 feet above the ground at all times and remains level.<br \/>It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.<br \/>If not otherwise directed, it maintains a constant interval of 5 feet between itself and you.<br \/>The disk winks out of existence when the spell duration expires.<br \/>The disk also winks out if you move beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it.<br \/>When the disk winks out, whatever it was supporting falls to the surface beneath it.<br \/>Material Component: A drop of mercury.<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"24 hours","range":"Touch","target":"","effect":"","area":"40-ft. radius emanating from the touched point","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"See text","description":"Unhallow makes a particular site, building, or structure an unholy site.\nThis has three major effects.\nFirst, the site or structure is guarded by a magic circle against good effect.\nSecond, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus.\nSpell resistance does not apply to this effect.\n(This provision does not apply to the druid version of the spell).\nFinally, you may choose to fix a single spell effect to the unhallowed site.\nThe spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect.\nYou may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment.\nFor example, you may create a bless effect that aids all creatures of like alignment or faith in the area, or a bane effect that hinders creatures of the opposite alignment or an enemy faith.\nAt the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.\nSpell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement,\ninvisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.\nSaving throws and spell resistance might apply to these spells' effects.\n(See the individual spell descriptions for details).\nAn area can receive only one unhallow spell (and its associated spell effect) at a time.\nUnhallow counters but does not dispel hallow.\nMaterial Component:Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.","short_description":"Unhallow makes a particular site, building, or structure an unholy site.","material_components":"0","name":"Unhallow","level":"Cleric 5 \/ Druid 5 \/ Blighter 4 \/ Divine Bard 6 \/ Urban Druid 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Unhallow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5 \/ Blighter 4 \/ Divine Bard 6 \/ Urban Druid 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>Unhallow makes a particular site, building, or structure an unholy site.<br \/>This has three major effects.<br \/>First, the site or structure is guarded by a magic circle against good effect.<br \/>Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus.<br \/>Spell resistance does not apply to this effect.<br \/>(This provision does not apply to the druid version of the spell).<br \/>Finally, you may choose to fix a single spell effect to the unhallowed site.<br \/>The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect.<br \/>You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment.<br \/>For example, you may create a bless effect that aids all creatures of like alignment or faith in the area, or a bane effect that hinders creatures of the opposite alignment or an enemy faith.<br \/>At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.<br \/>Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement,<br \/>invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.<br \/>Saving throws and spell resistance might apply to these spells&#39; effects.<br \/>(See the individual spell descriptions for details).<br \/>An area can receive only one unhallow spell (and its associated spell effect) at a time.<br \/>Unhallow counters but does not dispel hallow.<br \/>Material Component:Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.<\/p><\/p>Reference: Player's Handbook v.3.5 297<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous (1d4 rounds); see text","saving_throw":"Will partial","spell_resistance":"Yes","description":"You call up unholy power to smite your enemies.\nThe power takes the form of a cold, cloying miasma of greasy darkness.\nOnly good and neutral (not evil) creatures are harmed by the spell.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds.\nA successful Will save reduces damage to half and negates the sickened effect.\nThe effects cannot be negated by remove disease or heal, but remove curse is effective.\nThe spell deals only half damage to creatures who are neither evil nor good, and they are not sickened.\nSuch a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.","short_description":"You call up unholy power to smite your enemies.","material_components":"0","name":"Unholy Blight","level":"","full_text":"<div><p><h5>Unholy Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (1d4 rounds); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call up unholy power to smite your enemies.<br \/>The power takes the form of a cold, cloying miasma of greasy darkness.<br \/>Only good and neutral (not evil) creatures are harmed by the spell.<br \/>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds.<br \/>A successful Will save reduces damage to half and negates the sickened effect.<br \/>The effects cannot be negated by remove disease or heal, but remove curse is effective.<br \/>The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened.<br \/>Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.<\/p><\/p>Reference: Player's Handbook v.3.5 297<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Opaque sheet of flame up to 20 ft. long\/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high","area":"","duration":"Concentration + 1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"An immobile, blazing curtain of shimmering violet fire springs into existence.\nOne side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet.\nThe wall deals this damage when it appears and on your turn each round to all creatures in the area.\nIn addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.\nThe wall deals double damage to undead creatures.\nIf you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.\nIf any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out.\n(Do not divide cold damage by 4, as normal for objects).\nWall of fire can be made permanent with a permanency spell.\nA permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.\nArcane Material Component: A small piece of phosphorus.","short_description":"An immobile, blazing curtain of shimmering violet fire springs into existence.","material_components":"0","name":"Wall of Fire","level":"Druid 5 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Adept 4 \/ Blighter 4 \/ Nar Demonbinder 4 \/ Wu Jen 4 \/ Sha'ir 4","full_text":"<div><p><h5>Wall of Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Adept 4 \/ Blighter 4 \/ Nar Demonbinder 4 \/ Wu Jen 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Opaque sheet of flame up to 20 ft. long\/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An immobile, blazing curtain of shimmering violet fire springs into existence.<br \/>One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet.<br \/>The wall deals this damage when it appears and on your turn each round to all creatures in the area.<br \/>In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.<br \/>The wall deals double damage to undead creatures.<br \/>If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.<br \/>If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out.<br \/>(Do not divide cold damage by 4, as normal for objects).<br \/>Wall of fire can be made permanent with a permanency spell.<br \/>A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.<br \/>Arcane Material Component: A small piece of phosphorus.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Wall whose area is up to one 10-ft. square\/level","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A wall of force spell creates an invisible wall of force.\nThe wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic.\nHowever, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen's disjunction spell.\nBreath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier.\nIt blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings).\nGaze attacks can operate through a wall of force.\nThe caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level.\nThe wall must be continuous and unbroken when formed.\nIf its surface is broken by any object or creature, the spell fails.\nWall of force can be made permanent with a permanency spell.\nMaterial Component: A pinch of powder made from a clear gem.","short_description":"A wall of force spell creates an invisible wall of force.","material_components":"0","name":"Wall of Force","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5","full_text":"<div><p><h5>Wall of Force<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall whose area is up to one 10-ft. square\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A wall of force spell creates an invisible wall of force.<br \/>The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic.<br \/>However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen&#39;s disjunction spell.<br \/>Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier.<br \/>It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings).<br \/>Gaze attacks can operate through a wall of force.<br \/>The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level.<br \/>The wall must be continuous and unbroken when formed.<br \/>If its surface is broken by any object or creature, the spell fails.<br \/>Wall of force can be made permanent with a permanency spell.<br \/>Material Component: A pinch of powder made from a clear gem.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Anchored plane of ice, up to one 10-ft. square\/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft.\/level","area":"","duration":"1 min.\/level","saving_throw":"Reflex negates; see text","spell_resistance":"Yes","description":"This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.\nA wall of ice cannot form in an area occupied by physical objects or creatures.\nIts surface must be smooth and unbroken when created.\nAny creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed.\nA successful save indicates that the spell automatically fails.\nFire, including a fireball spell and red dragon breath, can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects).\nSuddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.\nIce Plane: A sheet of strong, hard ice appears.\nThe wall is 1 inch thick per caster level.\nIt covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet).\nThe plane can be oriented in any fashion as long as it is anchored.\nA vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.\nThe wall is primarily defensive in nature and is used to stop pursuers from following you and the like.\nEach 10-foot square of wall has 3 hit points per inch of thickness.\nCreatures can hit the wall automatically.\nA section of wall whose hit points drop to 0 is breached.\nIf a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.\nEven when the ice has been broken through, a sheet of frigid air remains.\nAny creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).\nHemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level.\nThus, a 7th-level caster can create a hemisphere 10 feet in radius.\nThe hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.\nMaterial Component: A small piece of quartz or similar rock crystal.","short_description":"This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected...","material_components":"0","name":"Wall of Ice","level":"Sorcerer 4 \/ Wizard 4 \/ Disciple of Thrym 5 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4","full_text":"<div><p><h5>Wall of Ice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Disciple of Thrym 5 \/ Wu Jen 4 \/ Sha'ir 4 \/ Death Master 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Anchored plane of ice, up to one 10-ft. square\/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.<br \/>A wall of ice cannot form in an area occupied by physical objects or creatures.<br \/>Its surface must be smooth and unbroken when created.<br \/>Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed.<br \/>A successful save indicates that the spell automatically fails.<br \/>Fire, including a fireball spell and red dragon breath, can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects).<br \/>Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.<br \/>Ice Plane: A sheet of strong, hard ice appears.<br \/>The wall is 1 inch thick per caster level.<br \/>It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet).<br \/>The plane can be oriented in any fashion as long as it is anchored.<br \/>A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.<br \/>The wall is primarily defensive in nature and is used to stop pursuers from following you and the like.<br \/>Each 10-foot square of wall has 3 hit points per inch of thickness.<br \/>Creatures can hit the wall automatically.<br \/>A section of wall whose hit points drop to 0 is breached.<br \/>If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.<br \/>Even when the ice has been broken through, a sheet of frigid air remains.<br \/>Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).<br \/>Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level.<br \/>Thus, a 7th-level caster can create a hemisphere 10 feet in radius.<br \/>The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.<br \/>Material Component: A small piece of quartz or similar rock crystal.<\/p><\/p>Reference: Player's Handbook v.3.5 299<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall","area":"","duration":"1 round\/level (D)","saving_throw":"Reflex negates; see text","spell_resistance":"Yes","description":"This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round.\nYou can concentrate on controlling the cyclone's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like.\nDirecting the cyclone's movement or changing its programmed movement is a standard action for you.\nThe cyclone always moves during your turn.\nIf the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds--possibly endangering you or your allies--and then dissipates.\n(You can't regain control of the cyclone, even if comes back within range).\nAny Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage.\nA Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.\nYou may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.","short_description":"This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or...","material_components":"0","name":"Whirlwind","level":"Druid 8 \/ Wu Jen 8","full_text":"<div><p><h5>Whirlwind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round.<br \/>You can concentrate on controlling the cyclone&#39;s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like.<br \/>Directing the cyclone&#39;s movement or changing its programmed movement is a standard action for you.<br \/>The cyclone always moves during your turn.<br \/>If the cyclone exceeds the spell&#39;s range, it moves in a random, uncontrolled fashion for 1d3 rounds&#8212;possibly endangering you or your allies&#8212;and then dissipates.<br \/>(You can&#39;t regain control of the cyclone, even if comes back within range).<br \/>Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage.<br \/>A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.<br \/>You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.<\/p><\/p>Reference: Player's Handbook v.3.5 301<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wall up to 10 ft.\/level long and 5 ft.\/level high (S)","area":"","duration":"1 round\/level","saving_throw":"None; see text","spell_resistance":"Yes","description":"An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object). Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected). Gases,  most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it  is no barrier to incorporeal creatures).\n\nWhile the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. A 5th-level caster can create a wall up to 50 feet long and up to 25 feet high, sufficient to form a cylinder of wind 15 feet in diameter.\n\nArcane Material Component: A tiny fan and a feather of exotic origin.","short_description":"An invisible vertical curtain of wind appears.","material_components":"0","name":"Wind Wall","level":"Cleric 3 \/ Druid 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3 \/ Nentyar Hunter 3 \/ Sha'ir 3 \/ Death Master 3","full_text":"<div><p><h5>Wind Wall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3 \/ Nentyar Hunter 3 \/ Sha'ir 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall up to 10 ft.\/level long and 5 ft.\/level high (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object). Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected). Gases,  most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it  is no barrier to incorporeal creatures).<\/p>\n\n\t<p>While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. A 5th-level caster can create a wall up to 50 feet long and up to 25 feet high, sufficient to form a cylinder of wind 15 feet in diameter.<\/p>\n\n\t<p>Arcane Material Component: A tiny fan and a feather of exotic origin.<\/p><\/p>Reference: Player's Handbook v.3.5 302<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"Nonchaotic creatures in a 40-ft.-radius spread centered on you","duration":"Instantaneous","saving_throw":"None or Will negates; see text","spell_resistance":"Yes","description":"Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.\nThe effects are cumulative and concurrent.\nNo saving throw is allowed against these effects.\nDeafened: The creature is deafened for 1d4 rounds.\nStunned: The creature is stunned for 1 round.\nConfused: The creature is confused, as by the confusion spell, for 1d10 minutes.\nThis is a mind-affecting enchantment effect.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nFurthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes.\nCreatures so banished cannot return for at least 24 hours.\nThis effect takes place regardless of whether the creatures hear the word of chaos.\nThe banishment effect allows a Will save (at a -4 penalty) to negate.\nCreatures whose HD exceed your caster level are unaffected by word of chaos.","short_description":"Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects...","material_components":"0","name":"Word of Chaos","level":"Cleric 7 \/ Death Master 7","full_text":"<div><p><h5>Word of Chaos<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.<br \/>The effects are cumulative and concurrent.<br \/>No saving throw is allowed against these effects.<br \/>Deafened: The creature is deafened for 1d4 rounds.<br \/>Stunned: The creature is stunned for 1 round.<br \/>Confused: The creature is confused, as by the confusion spell, for 1d10 minutes.<br \/>This is a mind-affecting enchantment effect.<br \/>Killed: Living creatures die.<br \/>Undead creatures are destroyed.<br \/>Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes.<br \/>Creatures so banished cannot return for at least 24 hours.<br \/>This effect takes place regardless of whether the creatures hear the word of chaos.<br \/>The banishment effect allows a Will save (at a -4 penalty) to negate.<br \/>Creatures whose HD exceed your caster level are unaffected by word of chaos.<\/p><\/p>Reference: Player's Handbook v.3.5 303<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's outline appears blurred, shifting and wavering.\nThis distortion grants the subject concealment (20% miss chance).\nA see invisibility spell does not counteract the blur effect, but a true seeing spell does.\nOpponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own; see page 151).","short_description":"The subject's outline appears blurred, shifting and wavering.","material_components":"0","name":"Blur","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Beguiler 2 \/ Nentyar Hunter 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Court Herald 2","full_text":"<div><p><h5>Blur<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Beguiler 2 \/ Nentyar Hunter 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s outline appears blurred, shifting and wavering.<br \/>This distortion grants the subject concealment (20% miss chance).<br \/>A see invisibility spell does not counteract the blur effect, but a true seeing spell does.<br \/>Opponents that cannot see the subject ignore the spell&#39;s effect (though fighting an unseen opponent carries penalties of its own; see page 151).<\/p><\/p>Reference: Player's Handbook v.3.5 206<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S, M","casting_time":"1 standard action","range":"15 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.\nEach creature within the cone is affected according to its Hit Dice.\n2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.\n(Only living creatures are knocked unconscious).\n3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.\n5 or more HD: The creature is stunned for 1 round.\nSightless creatures are not affected by color spray.\nMaterial Component: A pinch each of powder or sand that is colored red, yellow, and blue.","short_description":"A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, pe...","material_components":"0","name":"Color Spray","level":"Sorcerer 1 \/ Wizard 1 \/ Beguiler 1 \/ Duskblade 1 \/ Sha'ir 1 \/ Jester 1","full_text":"<div><p><h5>Color Spray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Beguiler 1 \/ Duskblade 1 \/ Sha'ir 1 \/ Jester 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>15 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.<br \/>Each creature within the cone is affected according to its Hit Dice.<br \/>2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.<br \/>(Only living creatures are knocked unconscious).<br \/>3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.<br \/>5 or more HD: The creature is stunned for 1 round.<br \/>Sightless creatures are not affected by color spray.<br \/>Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.<\/p><\/p>Reference: Player's Handbook v.3.5 210<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You make yourself--including clothing, armor, weapons, and equipment--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe.\n\nIf you use this spell to create a disguise, you get a +10 bonus on the Disguise check.\n\nA creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.","short_description":"You make yourself--including clothing, armor, weapons, and equipment--look different.","material_components":"0","name":"Disguise Self","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Ebonmar Infiltrator 1 \/ Fatemaker 1 \/ Vigilante 1 \/ Beguiler 1 \/ Sha'ir 1 \/ Jester 1 \/ Savant 1 \/ Assassin 1","full_text":"<div><p><h5>Disguise Self<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Ebonmar Infiltrator 1 \/ Fatemaker 1 \/ Vigilante 1 \/ Beguiler 1 \/ Sha'ir 1 \/ Jester 1 \/ Savant 1 \/ Assassin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You make yourself&#8212;including clothing, armor, weapons, and equipment&#8212;look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe.<\/p>\n\n\t<p>If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.<\/p>\n\n\t<p>A creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Emulating the natural ability of the displacer beast (see the Monster Manual), the subject of this spell appears to be about 2 feet away from its true location.\nThe creature benefits from a 50% miss chance as if it had total concealment.\nHowever, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally.\nTrue seeing reveals its true location.\nMaterial Component: A small strip of leather made from displacer beast hide, twisted into a loop.","short_description":"Emulating the natural ability of the displacer beast (see the Monster Manual), the subject of this sp...","material_components":"0","name":"Displacement","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Telflammar Shadowlord 2 \/ Wu Jen 3 \/ Sha'ir 3 \/ Jester 3","full_text":"<div><p><h5>Displacement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Telflammar Shadowlord 2 \/ Wu Jen 3 \/ Sha'ir 3 \/ Jester 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Emulating the natural ability of the displacer beast (see the Monster Manual), the subject of this spell appears to be about 2 feet away from its true location.<br \/>The creature benefits from a 50% miss chance as if it had total concealment.<br \/>However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally.<br \/>True seeing reveals its true location.<br \/>Material Component: A small strip of leather made from displacer beast hide, twisted into a loop.<\/p><\/p>Reference: Player's Handbook v.3.5 223<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 minute","range":"Unlimited","target":"One living creature touched","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.\nAt the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity.\nThe messenger then enters a trance, appears in the intended recipient's dream, and delivers the message.\nThe message can be of any length, and the recipient remembers it perfectly upon waking.\nThe communication is one-way.\nThe recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.\nOnce the message is delivered, the messenger's mind returns instantly to its body.\nThe duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.\nIf the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance.\nThe messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal.\nA messenger that is disturbed during the trance comes awake, ending the spell.\nCreatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.\nThe messenger is unaware of its own surroundings or of the activities around it while in the trance.\nIt is defenseless both physically and mentally (always fails any saving throw) while in the trance.","short_description":"You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.","material_components":"0","name":"Dream","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5","full_text":"<div><p><h5>Dream<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.<br \/>At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity.<br \/>The messenger then enters a trance, appears in the intended recipient&#39;s dream, and delivers the message.<br \/>The message can be of any length, and the recipient remembers it perfectly upon waking.<br \/>The communication is one-way.<br \/>The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.<br \/>Once the message is delivered, the messenger&#39;s mind returns instantly to its body.<br \/>The duration of the spell is the time required for the messenger to enter the recipient&#39;s dream and deliver the message.<br \/>If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance.<br \/>The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient&#39;s dream and deliver the message as normal.<br \/>A messenger that is disturbed during the trance comes awake, ending the spell.<br \/>Creatures who don&#39;t sleep (such as elves, but not half-elves) or don&#39;t dream cannot be contacted by this spell.<br \/>The messenger is unaware of its own surroundings or of the activities around it while in the trance.<br \/>It is defenseless both physically and mentally (always fails any saving throw) while in the trance.<\/p><\/p>Reference: Player's Handbook v.3.5 225<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"40-ft.-radius emanation","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting.\nAs long as the duration lasts, you can concentrate to change the image as desired.\nWhile you aren't concentrating, the image remains static.\nArcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.","short_description":"Any divination (scrying) spell used to view anything within the area of this spell instead receives a...","material_components":"0","name":"False Vision","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Court Herald 5","full_text":"<div><p><h5>False Vision<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting.<br \/>As long as the duration lasts, you can concentrate to change the image as desired.<br \/>While you aren&#39;t concentrating, the image remains static.<br \/>Arcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Illusory sounds","area":"","duration":"1 round\/level (D)","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.\nYou choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.\nThe volume of sound created depends on your level.\nYou can produce as much noise as four normal humans per caster level (maximum twenty humans).\nThus, talking, singing, shouting, walking, marching, or running sounds can be created.\nThe noise a ghost sound spell produces can be virtually any type of sound within the volume limit.\nA horde of rats running and squeaking is about the same volume as eight humans running and shouting.\nA roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.\nGhost sound can enhance the effectiveness of a silent image spell.\nGhost sound can be made permanent with a permanency spell.\nMaterial Component: A bit of wool or a small lump of wax.","short_description":"Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a f...","material_components":"0","name":"Ghost Sound","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Slayer of Domiel 1 \/ Vigilante 1 \/ Beguiler 0 \/ Blighter 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Assassin 1","full_text":"<div><p><h5>Ghost Sound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Slayer of Domiel 1 \/ Vigilante 1 \/ Beguiler 0 \/ Blighter 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Assassin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Illusory sounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.<br \/>You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound&#39;s basic character.<br \/>The volume of sound created depends on your level.<br \/>You can produce as much noise as four normal humans per caster level (maximum twenty humans).<br \/>Thus, talking, singing, shouting, walking, marching, or running sounds can be created.<br \/>The noise a ghost sound spell produces can be virtually any type of sound within the volume limit.<br \/>A horde of rats running and squeaking is about the same volume as eight humans running and shouting.<br \/>A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.<br \/>Ghost sound can enhance the effectiveness of a silent image spell.<br \/>Ghost sound can be made permanent with a permanency spell.<br \/>Material Component: A bit of wool or a small lump of wax.<\/p><\/p>Reference: Player's Handbook v.3.5 235<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"10 minutes","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"One 30-ft. cube\/level (S)","duration":"2 hours\/level (D)","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"You make natural terrain look, sound, and smell like some other sort of natural terrain.\nThus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.\nA pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nStructures, equipment, and creatures within the area are not hidden or changed in appearance.\nMaterial Component: A stone, a twig, and a bit of green plant.","short_description":"You make natural terrain look, sound, and smell like some other sort of natural terrain.","material_components":"0","name":"Hallucinatory Terrain","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 4 \/ Sha'ir 4","full_text":"<div><p><h5>Hallucinatory Terrain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You make natural terrain look, sound, and smell like some other sort of natural terrain.<br \/>Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.<br \/>A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.<br \/>Structures, equipment, and creatures within the area are not hidden or changed in appearance.<br \/>Material Component: A stone, a twig, and a bit of green plant.<\/p><\/p>Reference: Player's Handbook v.3.5 238<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Colorful lights in a 10-ft.-radius spread","area":"","duration":"Concentration + 2 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it.\nRoll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected.\nCreatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first.\nHit Dice that are not sufficient to affect a creature are wasted.\nAffected creatures become fascinated by the pattern of colors.\nSightless creatures are not affected.\nA wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.\nMaterial Component: A glowing stick of incense or a crystal rod filled with phosphorescent material.","short_description":"A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it...","material_components":"0","name":"Hypnotic Pattern","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Beguiler 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2","full_text":"<div><p><h5>Hypnotic Pattern<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Beguiler 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Colorful lights in a 10-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it.<br \/>Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected.<br \/>Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell&#39;s point of origin are affected first.<br \/>Hit Dice that are not sufficient to affect a creature are wasted.<br \/>Affected creatures become fascinated by the pattern of colors.<br \/>Sightless creatures are not affected.<br \/>A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.<br \/>Material Component: A glowing stick of incense or a crystal rod filled with phosphorescent material.<\/p><\/p>Reference: Player's Handbook v.3.5 242<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S, M","casting_time":"1 minute or longer; see text","range":"Touch","target":"One touched object weighing no more than 10 lb.","effect":"","area":"","duration":"One day\/level (D)","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You write instructions or other information on parchment, paper, or any suitable writing material.\nThe illusory script appears to be some form of foreign or magical writing.\nOnly the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script.\nAny unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw.\nA successful saving throw means the creature can look away with only a mild sense of disorientation.\nFailure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast.\nThe suggestion lasts only 30 minutes.\nTypical suggestions include Close the book and leave, Forget the existence of the book, and so forth.\nIf successfully dispelled by dispel magic, the illusory script and its secret message disappear.\nThe hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.\nThe casting time depends on how long a message you wish to write, but it is always at least 1 minute.\nMaterial Component: A lead-based ink (cost of not less than 50 gp).","short_description":"You write instructions or other information on parchment, paper, or any suitable writing material.","material_components":"0","name":"Illusory Script","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Ebonmar Infiltrator 2 \/ Vigilante 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3","full_text":"<div><p><h5>Illusory Script<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Ebonmar Infiltrator 2 \/ Vigilante 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute or longer; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You write instructions or other information on parchment, paper, or any suitable writing material.<br \/>The illusory script appears to be some form of foreign or magical writing.<br \/>Only the person (or people) designated by you at the time of the casting are able to read the writing; it&#39;s unintelligible to any other character, although an illusionist recognizes it as illusory script.<br \/>Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw.<br \/>A successful saving throw means the creature can look away with only a mild sense of disorientation.<br \/>Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast.<br \/>The suggestion lasts only 30 minutes.<br \/>Typical suggestions include &quot;Close the book and leave&quot;, &quot;Forget the existence of the book&quot;, and so forth.<br \/>If successfully dispelled by dispel magic, the illusory script and its secret message disappear.<br \/>The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.<br \/>The casting time depends on how long a message you wish to write, but it is always at least 1 minute.<br \/>Material Component: A lead-based ink (cost of not less than 50 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 243<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Image 1 ft. by 10 ft. by 10 ft.","area":"","duration":"Permanent","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"This spell creates the illusion of a wall, floor, ceiling, or similar surface.\nIt appears absolutely real when viewed, but physical objects can pass through it without difficulty.\nWhen the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally.\nTouch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.","short_description":"This spell creates the illusion of a wall, floor, ceiling, or similar surface.","material_components":"0","name":"Illusory Wall","level":"Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4 \/ Court Herald 4","full_text":"<div><p><h5>Illusory Wall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Image 1 ft. by 10 ft. by 10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates the illusion of a wall, floor, ceiling, or similar surface.<br \/>It appears absolutely real when viewed, but physical objects can pass through it without difficulty.<br \/>When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally.<br \/>Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.<\/p><\/p>Reference: Player's Handbook v.3.5 243<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"10-ft.-radius emanation around the creature or object touched","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like invisibility:spells\/players-handbook-v35--6\/invisibility--2676\/, except that this spell confers invisibility upon all creatures within 10 feet of the recipient.\nThe center of the effect is mobile with the recipient.\nThose affected by this spell can see each other and themselves as if unaffected by the spell.\nAny affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.\nAffected creatures (other than the recipient) who attack negate the invisibility only for themselves.\nIf the spell recipient attacks, the invisibility sphere ends.","short_description":"This spell functions like invisibility:spells\/players-handbook-v35--6\/invisibility--2676\/, except tha...","material_components":"0","name":"Invisibility Sphere","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Sha'ir 3 \/ Jester 3","full_text":"<div><p><h5>Invisibility Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Sha'ir 3 \/ Jester 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/invisibility--2676\/>invisibility<\/a>, except that this spell confers invisibility upon all creatures within 10 feet of the recipient.<br \/>The center of the effect is mobile with the recipient.<br \/>Those affected by this spell can see each other and themselves as if unaffected by the spell.<br \/>Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.<br \/>Affected creatures (other than the recipient) who attack negate the invisibility only for themselves.<br \/>If the spell recipient attacks, the invisibility sphere ends.<\/p><\/p>Reference: Player's Handbook v.3.5 245<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 standard action","range":"Personal or touch","target":"You or a creature or object weighing no more than 100 lb.\/level","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Will negates (harmless) or Will negates (harmless, object)","spell_resistance":"Yes (harmless) or Yes (harmless, object)","description":"The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.\n\nItems dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.\n\nOf course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions). Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151, for the effects of invisibility on combat.\n\nInvisibility can be made permanent (on objects only) with a permanency spell.\n\nArcane Material Component: An eyelash encased in a bit of gum arabic.","short_description":"The creature or object touched becomes invisible, vanishing from sight, even from darkvision.","material_components":"0","name":"Invisibility","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Hoardstealer 2 \/ Ebonmar Infiltrator 2 \/ Runescarred Berserker 2 \/ Slayer of Domiel 3 \/ Fatemaker 2 \/ Vigilante 2 \/ Beguiler 2 \/ Telflammar Shadowlord 1 \/ Nentyar Hunter 3 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2 \/ Court Herald 2","full_text":"<div><p><h5>Invisibility<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Hoardstealer 2 \/ Ebonmar Infiltrator 2 \/ Runescarred Berserker 2 \/ Slayer of Domiel 3 \/ Fatemaker 2 \/ Vigilante 2 \/ Beguiler 2 \/ Telflammar Shadowlord 1 \/ Nentyar Hunter 3 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless) or Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless) or Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.<\/p>\n\n\t<p>Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.<\/p>\n\n\t<p>Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character&#39;s perceptions). Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151, for the effects of invisibility on combat.<\/p>\n\n\t<p>Invisibility can be made permanent (on objects only) with a permanency spell.<\/p>\n\n\t<p>Arcane Material Component: An eyelash encased in a bit of gum arabic.<\/p><\/p>Reference: Player's Handbook v.3.5 245<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"","range":"","target":"You or creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"","description":"This spell functions like invisibility:spells\/players-handbook-v35--6\/invisibility--2676\/, except that it doesn't end if the subject attacks.","short_description":"This spell functions like invisibility:spells\/players-handbook-v35--6\/invisibility--2676\/, except tha...","material_components":"0","name":"Invisibility, Greater","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Runescarred Berserker 4 \/ Slayer of Domiel 4 \/ Vigilante 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Jester 4 \/ Sha'ir 4","full_text":"<div><p><h5>Invisibility, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Ebonmar Infiltrator 4 \/ Runescarred Berserker 4 \/ Slayer of Domiel 4 \/ Vigilante 4 \/ Beguiler 4 \/ Wu Jen 4 \/ Jester 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/invisibility--2676\/>invisibility<\/a>, except that it doesn&#39;t end if the subject attacks.<\/p><\/p>Reference: Player's Handbook v.3.5 245<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"","range":"Long (400 ft. + 40 ft.\/level)","target":"Any number of creatures, no two of which can be more than 180 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks.\nIndividuals in the group cannot see each other.\nThe spell is broken for any individual who moves more than 180 feet from the nearest member of the group.\n(If only two individuals are affected, the one moving away from the other one loses its invisibility.\nIf both are moving away from each other, they both become visible when the distance between them exceeds 180 feet).\nMaterial Component: An eyelash encased in a bit of gum arabic.","short_description":"This spell functions like invisibility, except that the effect is mobile with the group and is broken...","material_components":"0","name":"Invisibility, Mass","level":"Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Telflammar Shadowlord 3 \/ Sha'ir 7","full_text":"<div><p><h5>Invisibility, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Telflammar Shadowlord 3 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks.<br \/>Individuals in the group cannot see each other.<br \/>The spell is broken for any individual who moves more than 180 feet from the nearest member of the group.<br \/>(If only two individuals are affected, the one moving away from the other one loses its invisibility.<br \/>If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet).<br \/>Material Component: An eyelash encased in a bit of gum arabic.<\/p><\/p>Reference: Player's Handbook v.3.5 245<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"Permanent (D)","saving_throw":"None","spell_resistance":"No","description":"This spell makes a lock or small mechanism seem to be trapped to anyone who can detect traps.\nYou place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet.\nAny character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists.\nOf course, the effect is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time.\nIf another Leomund's trap is active within 50 feet when the spell is cast, the casting fails.\nMaterial Component: A piece of iron pyrite touched to the object to the trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.\nLesser (Spell Name) Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name.\nThus, the description of a lesser spell appears near the description of the spell on which it is based.\nSpell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.","short_description":"This spell makes a lock or small mechanism seem to be trapped to anyone who can detect traps.","material_components":"0","name":"Leomund's Trap","level":"Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2","full_text":"<div><p><h5>Leomund's Trap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a lock or small mechanism seem to be trapped to anyone who can detect traps.<br \/>You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet.<br \/>Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists.<br \/>Of course, the effect is illusory and nothing happens if the trap is &quot;sprung&quot;; its primary purpose is to frighten away thieves or make them waste precious time.<br \/>If another Leomund&#39;s trap is active within 50 feet when the spell is cast, the casting fails.<br \/>Material Component: A piece of iron pyrite touched to the object to the trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.<br \/>Lesser (Spell Name) Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name.<br \/>Thus, the description of a lesser spell appears near the description of the spell on which it is based.<br \/>Spell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.<\/p><\/p>Reference: Player's Handbook v.3.5 247<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs.\nThe message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes.\nThe mouth cannot utter verbal components, use command words, or activate magical effects.\nIt does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak.\nOf course, magic mouth can be placed upon a tree, rock, or any other object or creature.\nThe spell functions when specific conditions are fulfilled according to your command as set in the spell.\nCommands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: Speak only when a venerable female human carrying a sack sits cross-legged within a distance of one foot.\nTriggers react to what appears to be the case.\nDisguises and illusions can fool them.\nNormal darkness does not defeat a visual trigger, but magical darkness or invisibility does.\nSilent movement or magical silence defeats audible triggers.\nAudible triggers can be keyed to general types of noises (footsteps, metal clanking) or to a specific noise or spoken word (when a pin drops, or when anyone says Boo).\nActions can serve as triggers if they are visible or audible.\nFor example, Speak when any creature touches the statue\nis an acceptable command if the creature is visible.\nA magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.\nThe range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away.\nRegardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.\nMagic mouth can be made permanent with a permanency spell.\nMaterial Component: A small bit of honeycomb and jade dust worth 10 gp.","short_description":"This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and spe...","material_components":"0","name":"Magic Mouth","level":"Bard 1 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 1 \/ Sha'ir 2 \/ Court Herald 2","full_text":"<div><p><h5>Magic Mouth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 1 \/ Sha'ir 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs.<br \/>The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes.<br \/>The mouth cannot utter verbal components, use command words, or activate magical effects.<br \/>It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak.<br \/>Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.<br \/>The spell functions when specific conditions are fulfilled according to your command as set in the spell.<br \/>Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: &quot;Speak only when a venerable female human carrying a sack sits cross-legged within a distance of one foot&quot;.<br \/>Triggers react to what appears to be the case.<br \/>Disguises and illusions can fool them.<br \/>Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does.<br \/>Silent movement or magical silence defeats audible triggers.<br \/>Audible triggers can be keyed to general types of noises (footsteps, metal clanking) or to a specific noise or spoken word (when a pin drops, or when anyone says &quot;Boo&quot;).<br \/>Actions can serve as triggers if they are visible or audible.<br \/>For example, &quot;Speak when any creature touches the statue&quot;<br \/>is an acceptable command if the creature is visible.<br \/>A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.<br \/>The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away.<br \/>Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.<br \/>Magic mouth can be made permanent with a permanency spell.<br \/>Material Component: A small bit of honeycomb and jade dust worth 10 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 251<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"Concentration + 3 rounds","saving_throw":"","spell_resistance":"","description":"This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect.\nWhile concentrating, you can move the image within the range.\nThe image disappears when struck by an opponent unless you cause the illusion to react appropriately.","short_description":"This spell functions like silent image, except that sound, smell, and thermal illusions are included ...","material_components":"0","name":"Major Image","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Court Herald 3","full_text":"<div><p><h5>Major Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 3 rounds<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect.<br \/>While concentrating, you can move the image within the range.<br \/>The image disappears when struck by an opponent unless you cause the illusion to react appropriately.<\/p><\/p>Reference: Player's Handbook v.3.5 252<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"Concentration +2 rounds","saving_throw":"","spell_resistance":"","description":"This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.","short_description":"This spell functions like silent image, except that minor image includes some minor sounds but not un...","material_components":"0","name":"Minor Image","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Beguiler 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2 \/ Court Herald 2","full_text":"<div><p><h5>Minor Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Beguiler 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration +2 rounds<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"","target":"","effect":"","area":"One 20-ft. cube\/level (S)","duration":"Concentration +1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is.\nThe illusion includes audible, visual, tactile, and olfactory elements.\nUnlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present).\nStill, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).","short_description":"This spell functions like hallucinatory terrain, except that it enables you to make any area appear t...","material_components":"0","name":"Mirage Arcana","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5","full_text":"<div><p><h5>Mirage Arcana<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration +1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is.<br \/>The illusion includes audible, visual, tactile, and olfactory elements.<br \/>Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present).<br \/>Still, it can&#39;t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).<\/p><\/p>Reference: Player's Handbook v.3.5 254<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 standard action","range":"Personal; see text","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack.\nThe figments stay near you and disappear when struck.\nMirror image creates 1d4 images plus one image per three caster levels (maximum eight images total).\nThese figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you.\nYou can move into and through a mirror image.\nWhen you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image.\nThe figments may also move through each other.\nThe figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.\nEnemies attempting to attack you or cast spells at you must select from among indistinguishable targets.\nGenerally, roll randomly to see whether the selected target is real or a figment.\nAny successful attack against an image destroys it.\nAn image's AC is 10 + your sizemodifier + your Dex modifier.\nFigments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball).\nWhile moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.\nAn attacker must be able to see the images to be fooled.\nIf you are invisible or an attacker shuts his or her eyes, the spell has no effect.\n(Being unable to see carries the same penalties as being blinded).","short_description":"Several illusory duplicates of you pop into being, making it difficult for enemies to know which targ...","material_components":"0","name":"Mirror Image","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Vigilante 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Jester 2 \/ Court Herald 2","full_text":"<div><p><h5>Mirror Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Vigilante 2 \/ Beguiler 2 \/ Sha'ir 2 \/ Jester 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack.<br \/>The figments stay near you and disappear when struck.<br \/>Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total).<br \/>These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you.<br \/>You can move into and through a mirror image.<br \/>When you and the mirror image separate, observers can&#39;t use vision or hearing to tell which one is you and which the image.<br \/>The figments may also move through each other.<br \/>The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.<br \/>Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets.<br \/>Generally, roll randomly to see whether the selected target is real or a figment.<br \/>Any successful attack against an image destroys it.<br \/>An image&#39;s AC is 10 + your sizemodifier + your Dex modifier.<br \/>Figments seem to react normally to area spells (such as looking like they&#39;re burned or dead after being hit by a fireball).<br \/>While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.<br \/>An attacker must be able to see the images to be fooled.<br \/>If you are invisible or an attacker shuts his or her eyes, the spell has no effect.<br \/>(Being unable to see carries the same penalties as being blinded).<\/p><\/p>Reference: Player's Handbook v.3.5 254<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object, up to a 10-ft. cube in size","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None or Will negates; see text","spell_resistance":"No","description":"By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).\nOn casting the spell, you choose another object within range.\nFor the duration of the spell, the subject of misdirection is detected as if it were the other object.\n(Neither the subject nor the other object gets a saving throw against this effect).\nDetection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save.\nFor instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth.\nThis spell does not affect other types of divination magic (augury, detect thoughts, clairaudience\/clairvoyance, and the like).","short_description":"By means of this spell, you misdirect the information from divination spells that reveal auras (detec...","material_components":"0","name":"Misdirection","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 3 \/ Slayer of Domiel 3 \/ Vigilante 2 \/ Beguiler 2 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Urban Druid 2 \/ Court Herald 2","full_text":"<div><p><h5>Misdirection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 3 \/ Slayer of Domiel 3 \/ Vigilante 2 \/ Beguiler 2 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Urban Druid 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).<br \/>On casting the spell, you choose another object within range.<br \/>For the duration of the spell, the subject of misdirection is detected as if it were the other object.<br \/>(Neither the subject nor the other object gets a saving throw against this effect).<br \/>Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save.<br \/>For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth.<br \/>This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience\/clairvoyance, and the like).<\/p><\/p>Reference: Player's Handbook v.3.5 254<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment and Glamer","components":"S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"You\/one illusory double","effect":"","area":"","duration":"1 round\/level (D) and concentration + 3 rounds; see text","saving_throw":"None or Will disbelief (if interacted with); see text","spell_resistance":"No","description":"You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears.\nYou are then free to go elsewhere while your double moves away.\nThe double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting).\nYou can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible.\nYou and the figment can then move in different directions.\nThe double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.\nThe illusory double lasts as long as you concentrate upon it, plus 3 additional rounds.\nAfter you cease concentration, the illusory double continues to carry out the same activity (for instance, fleeing down a hallway) until the duration expires.\nThe improved invisibility lasts for 1 round per level, regardless of concentration.","short_description":"You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double o...","material_components":"0","name":"Mislead","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Telflammar Shadowlord 3 \/ Jester 6 \/ Sha'ir 6 \/ Court Herald 6","full_text":"<div><p><h5>Mislead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment and Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Telflammar Shadowlord 3 \/ Jester 6 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D) and concentration + 3 rounds; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will disbelief (if interacted with); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears.<br \/>You are then free to go elsewhere while your double moves away.<br \/>The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting).<br \/>You can make the figment appear superimposed perfectly over your own body so that observers don&#39;t notice an image appearing and you turning invisible.<br \/>You and the figment can then move in different directions.<br \/>The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.<br \/>The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds.<br \/>After you cease concentration, the illusory double continues to carry out the same activity (for instance, fleeing down a hallway) until the duration expires.<br \/>The improved invisibility lasts for 1 round per level, regardless of concentration.<\/p><\/p>Reference: Player's Handbook v.3.5 255<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"10 minutes","range":"Unlimited","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.\nThe nightmare prevents restful sleep and causes 1d10 points of damage.\nThe nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.\nThe 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.\nDispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.\nIf the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting.\nIf you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell (see page 69) or the spell ends.\nIf you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.\nYou are defenseless, both physically and mentally, while in the trance.\n(You always fail any saving throw, for example).\nCreatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.","short_description":"You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise...","material_components":"0","name":"Nightmare","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5 \/ Court Herald 5","full_text":"<div><p><h5>Nightmare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.<br \/>The nightmare prevents restful sleep and causes 1d10 points of damage.<br \/>The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.<br \/>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.<br \/>Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.<br \/>If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting.<br \/>If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell (see page 69) or the spell ends.<br \/>If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.<br \/>You are defenseless, both physically and mentally, while in the trance.<br \/>(You always fail any saving throw, for example).<br \/>Creatures who don&#39;t sleep (such as elves, but not half-elves) or dream are immune to this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 257<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"One touched object weighing up to 5 lb.\/level","effect":"","area":"","duration":"One day\/level (D)","saving_throw":"None; see text","spell_resistance":"No","description":"You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.\nYou could make an ordinary sword register as a +2 vorpal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword or even a nonmagical sword.\nIf the object bearing Nystul's magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save.\nOtherwise, he believes the aura and no amount of testing reveals what the true magic is.\nIf the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), Nystul's magic aura doesn't work.\nNote: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.\nFocus: A small square of silk that must be passed over the object that receives the aura.","short_description":"You alter an item's aura so that it registers to detect spells (and spells with similar capabilities)...","material_components":"0","name":"Nystul's Magic Aura","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Jester 1","full_text":"<div><p><h5>Nystul's Magic Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Jester 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You alter an item&#39;s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.<br \/>You could make an ordinary sword register as a +2 vorpal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword or even a nonmagical sword.<br \/>If the object bearing Nystul&#39;s magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object&#39;s actual qualities if he succeeds on a Will save.<br \/>Otherwise, he believes the aura and no amount of testing reveals what the true magic is.<br \/>If the targeted item&#39;s own aura is exceptionally powerful (if it is an artifact, for instance), Nystul&#39;s magic aura doesn&#39;t work.<br \/>Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.<br \/>Focus: A small square of silk that must be passed over the object that receives the aura.<\/p><\/p>Reference: Player's Handbook v.3.5 257<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"","casting_time":"","range":"","target":"","effect":"Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube\/level (S)","area":"","duration":"Permanent (D)","saving_throw":"","spell_resistance":"","description":"This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent.\nBy concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.\nMaterial Component: A bit of fleece plus powdered jade worth 100 gp.","short_description":"This spell functions like silent image, except that the figment includes visual, auditory, olfactory,...","material_components":"0","name":"Permanent Image","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Court Herald 6","full_text":"<div><p><h5>Permanent Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent.<br \/>By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.<br \/>Material Component: A bit of fleece plus powdered jade worth 100 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 260<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you.\nThe figment follows that script without your having to concentrate on it.\nThe illusion can include intelligible speech if you wish.\nFor instance, you could create the illusion of several orcs playing cards and arguing, culminating in a fistfight.\nMaterial Component: A bit of fleece and several grains of sand.","short_description":"This spell functions like silent image, except that the figment includes visual, auditory, olfactory,...","material_components":"0","name":"Persistent Image","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5","full_text":"<div><p><h5>Persistent Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you.<br \/>The figment follows that script without your having to concentrate on it.<br \/>The illusion can include intelligible speech if you wish.<br \/>For instance, you could create the illusion of several orcs playing cards and arguing, culminating in a fistfight.<br \/>Material Component: A bit of fleece and several grains of sand.<\/p><\/p>Reference: Player's Handbook v.3.5 260<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","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 disbelief (if interacted with), then Fortitude partial; see text","spell_resistance":"Yes","description":"You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.\n\nIf the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.","short_description":"You create a phantasmal image of the most fearsome creature imaginable to the subject simply by formi...","material_components":"0","name":"Phantasmal Killer","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Duskblade 4 \/ Hexblade 4 \/ Death Master 4 \/ Sha'ir 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Phantasmal Killer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4 \/ Duskblade 4 \/ Hexblade 4 \/ Death Master 4 \/ Sha'ir 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with), then Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject&#39;s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell&#39;s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.<\/p>\n\n\t<p>If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.<\/p><\/p>Reference: Player's Handbook v.3.5 260<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"","casting_time":"","range":"","target":"","effect":"Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube\/level (S)","area":"","duration":"Permanent until triggered, then 1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like silent image, except that this spell's figment activates when a specific condition occurs.\nThe figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.\nYou set the triggering condition (which may be a special word) when casting the spell.\nThe event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger.\nThe trigger cannot be based on some quality not normally obvious to the senses, such as alignment.\n(See magic mouth for more details about such triggers).\nMaterial Component: A bit of fleece and jade dust worth 25 gp.","short_description":"This spell functions like silent image, except that this spell's figment activates when a specific co...","material_components":"0","name":"Programmed Image","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Court Herald 6","full_text":"<div><p><h5>Programmed Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until triggered, then 1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like silent image, except that this spell&#39;s figment activates when a specific condition occurs.<br \/>The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.<br \/>You set the triggering condition (which may be a special word) when casting the spell.<br \/>The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger.<br \/>The trigger cannot be based on some quality not normally obvious to the senses, such as alignment.<br \/>(See magic mouth for more details about such triggers).<br \/>Material Component: A bit of fleece and jade dust worth 25 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 265<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One shadow duplicate","area":"","duration":"1 round\/level (D)","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.\nThe projected image looks, sounds, and smells like you but is intangible.\nThe projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).\nYou can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action.\nWhile you are using its senses, your body is considered blinded and deafened.\nIf you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you.\nThe projected image can't cast any spells on itself except for illusion spells.\nThe spells affect other targets normally, despite originating from the projected image.\nObjects are affected by the projected image as if they had succeeded on their Will save.\nYou must maintain line of effect to the projected image at all times.\nIf your line of effect is obstructed, the spell ends.\nIf you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.\nMaterial Component: A small replica of you (a doll), which costs 5 gp to create.","short_description":"You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.","material_components":"0","name":"Project Image","level":"Bard 6 \/ Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7","full_text":"<div><p><h5>Project Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One shadow duplicate<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.<br \/>The projected image looks, sounds, and smells like you but is intangible.<br \/>The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).<br \/>You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action.<br \/>While you are using its senses, your body is considered blinded and deafened.<br \/>If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you.<br \/>The projected image can&#39;t cast any spells on itself except for illusion spells.<br \/>The spells affect other targets normally, despite originating from the projected image.<br \/>Objects are affected by the projected image as if they had succeeded on their Will save.<br \/>You must maintain line of effect to the projected image at all times.<br \/>If your line of effect is obstructed, the spell ends.<br \/>If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.<br \/>Material Component: A small replica of you (a doll), which costs 5 gp to create.<\/p><\/p>Reference: Player's Handbook v.3.5 265<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S, M, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Colorful lights with a 20-ft.-radius spread","area":"","duration":"Concentration +1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.\nRainbow pattern fascinates a maximum of 24 Hit Dice of creatures.\nCreatures with the fewest HD are affected first.\nAmong creatures with equal HD, those who are closest to the spell's point of origin are affected first.\nAn affected creature that fails its saves is fascinated by the pattern.\nWith a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin).\nAll fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect.\nFascinated creatures who are restrained and removed from the pattern still try to follow it.\nIf the pattern leads its subjects into a dangerous area (through flame, off a cliff, or the like), each fascinated creature gets a second save.\nIf the view of the lights is completely blocked (by an obscuring mist spell, for instance), creatures who can't see them are no longer affected.\nThe spell does not affect sightless creatures.\nVerbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.\nMaterial Component: A piece of phosphor.\nFocus: A crystal prism.","short_description":"A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.","material_components":"0","name":"Rainbow Pattern","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 4 \/ Beguiler 4 \/ Jester 4 \/ Sha'ir 4 \/ Court Herald 4","full_text":"<div><p><h5>Rainbow Pattern<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 4 \/ Beguiler 4 \/ Jester 4 \/ Sha'ir 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Colorful lights with a 20-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration +1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.<br \/>Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures.<br \/>Creatures with the fewest HD are affected first.<br \/>Among creatures with equal HD, those who are closest to the spell&#39;s point of origin are affected first.<br \/>An affected creature that fails its saves is fascinated by the pattern.<br \/>With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin).<br \/>All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect.<br \/>Fascinated creatures who are restrained and removed from the pattern still try to follow it.<br \/>If the pattern leads its subjects into a dangerous area (through flame, off a cliff, or the like), each fascinated creature gets a second save.<br \/>If the view of the lights is completely blocked (by an obscuring mist spell, for instance), creatures who can&#39;t see them are no longer affected.<br \/>The spell does not affect sightless creatures.<br \/>Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.<br \/>Material Component: A piece of phosphor.<br \/>Focus: A crystal prism.<\/p><\/p>Reference: Player's Handbook v.3.5 268<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Colorful lights in a 20-ft.-radius spread","area":"","duration":"Concentration + 2 rounds","saving_throw":"None","spell_resistance":"Yes","description":"A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it.\nThe spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20).\nCreatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first.\nHit Dice that are not sufficient to affect a creature are wasted.\nThe spell affects each subject according to its Hit Dice.\n6 or less:Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds.\n(Treat an unconscious result as stunned for nonliving creatures).\n7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.\n13 or more: Confused for 1d4 rounds.\nSightless creatures are not affected by scintillating pattern.\nMaterial Component: A small crystal prism.","short_description":"A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures with...","material_components":"0","name":"Scintillating Pattern","level":"Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Beguiler 8 \/ Sha'ir 8","full_text":"<div><p><h5>Scintillating Pattern<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Beguiler 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Colorful lights in a 20-ft.-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it.<br \/>The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20).<br \/>Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell&#39;s point of origin are affected first.<br \/>Hit Dice that are not sufficient to affect a creature are wasted.<br \/>The spell affects each subject according to its Hit Dice.<br \/>6 or less:Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds.<br \/>(Treat an unconscious result as stunned for nonliving creatures).<br \/>7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.<br \/>13 or more: Confused for 1d4 rounds.<br \/>Sightless creatures are not affected by scintillating pattern.<br \/>Material Component: A small crystal prism.<\/p><\/p>Reference: Player's Handbook v.3.5 274<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"30-ft. cube\/level (S)","duration":"24 hours","saving_throw":"None or Will disbelief (if interacted with); see text","spell_resistance":"No","description":"This spell combines several elements to create a powerful protection from scrying and direct observation.\nWhen casting the spell, you dictate what will and will not be observed in the spell's area.\nThe illusion created must be stated in general terms.\nThus, you could specify the illusion of yourself and another character playing chess for the duration of the spell, but you could not have the illusory chess players take a break, make dinner, and then resume their game.\nYou could have a crossroads appear quiet and empty even while an army is actually passing through the area.\nYou could specify that no one be seen (including passing strangers), that your troops be undetected, or even that every fifth person or unit should be visible.\nOnce the conditions are set, they cannot be changed.\nAttempts to scry the area automatically detect the image stated by you with no save allowed.\nSight and sound are appropriate to the illusion created.\nA band of people standing in a meadow could be concealed as an empty meadow with birds chirping, for instance.\nDirect observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen.\nCertainly onlookers in the area would become suspicious if a marching army disappeared at one point to reappear at another.\nEven entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.","short_description":"This spell combines several elements to create a powerful protection from scrying and direct observat...","material_components":"0","name":"Screen","level":"Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8","full_text":"<div><p><h5>Screen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Beguiler 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will disbelief (if interacted with); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell combines several elements to create a powerful protection from scrying and direct observation.<br \/>When casting the spell, you dictate what will and will not be observed in the spell&#39;s area.<br \/>The illusion created must be stated in general terms.<br \/>Thus, you could specify the illusion of yourself and another character playing chess for the duration of the spell, but you could not have the illusory chess players take a break, make dinner, and then resume their game.<br \/>You could have a crossroads appear quiet and empty even while an army is actually passing through the area.<br \/>You could specify that no one be seen (including passing strangers), that your troops be undetected, or even that every fifth person or unit should be visible.<br \/>Once the conditions are set, they cannot be changed.<br \/>Attempts to scry the area automatically detect the image stated by you with no save allowed.<br \/>Sight and sound are appropriate to the illusion created.<br \/>A band of people standing in a meadow could be concealed as an empty meadow with birds chirping, for instance.<br \/>Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen.<br \/>Certainly onlookers in the area would become suspicious if a marching army disappeared at one point to reappear at another.<br \/>Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.<\/p><\/p>Reference: Player's Handbook v.3.5 274<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature per two levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"12 hours (D)","saving_throw":"Will negates or Will disbelief (if interacted with)","spell_resistance":"Yes or No; see text","description":"This spell functions like disguise self, except that you can change the appearance of other people as well.\nAffected creatures resume their normal appearances if slain.\nUnwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.","short_description":"This spell functions like disguise self, except that you can change the appearance of other people as...","material_components":"0","name":"Seeming","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5","full_text":"<div><p><h5>Seeming<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Beguiler 5 \/ Sha'ir 5 \/ Jester 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>12 hours (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or No; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like disguise self, except that you can change the appearance of other people as well.<br \/>Affected creatures resume their normal appearances if slain.<br \/>Unwilling targets can negate the spell&#39;s effect on them by making Will saves or with spell resistance.<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower.\nThe illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.","short_description":"This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration s...","material_components":"0","name":"Shades","level":"Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9","full_text":"<div><p><h5>Shades<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower.<br \/>The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.<\/p><\/p>Reference: Player's Handbook v.3.5 276<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 standard action","range":"See text","target":"","effect":"See text","area":"","duration":"See text","saving_throw":"Will disbelief (if interacted with); varies; see text","spell_resistance":"Yes; see text","description":"You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.\nShadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.\nShadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.\nAny creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.\nSpells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save.\nEach disbelieving creature takes only one-fifth (20%) damage from the attack.\nIf the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur.\nRegardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (5th) rather than the spell's normal level.\nIn addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not.\nShadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them.\nAgainst disbelievers, they are 20% likely to work.\nA shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy).\nIt deals normal damage and has all normal abilities and weaknesses.\nAgainst a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work.\n(Roll for each use and each affected character separately).\nFurthermore, the shadow creature's AC bonuses are one-fifth as large (so a +7 bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11).\nA creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.\nObjects automatically succeed on their Will saves against this spell.","short_description":"You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, obj...","material_components":"0","name":"Shadow Conjuration","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 4 \/ Sha'ir 4","full_text":"<div><p><h5>Shadow Conjuration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with); varies; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.<br \/>Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.<br \/>Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.<br \/>Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.<br \/>Spells that deal damage, such as Melf&#39;s acid arrow, have normal effects unless the affected creature succeeds on a Will save.<br \/>Each disbelieving creature takes only one-fifth (20%) damage from the attack.<br \/>If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur.<br \/>Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration&#39;s level (5th) rather than the spell&#39;s normal level.<br \/>In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not.<br \/>Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them.<br \/>Against disbelievers, they are 20% likely to work.<br \/>A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it&#39;s recognized as shadowy).<br \/>It deals normal damage and has all normal abilities and weaknesses.<br \/>Against a creature that recognizes it as a shadow creature, however, the shadow creature&#39;s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work.<br \/>(Roll for each use and each affected character separately).<br \/>Furthermore, the shadow creature&#39;s AC bonuses are one-fifth as large (so a +7 bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11).<br \/>A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.<br \/>Objects automatically succeed on their Will saves against this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 276<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower.\nThe illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.","short_description":"This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard con...","material_components":"0","name":"Shadow Conjuration, Greater","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7","full_text":"<div><p><h5>Shadow Conjuration, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower.<br \/>The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.<\/p><\/p>Reference: Player's Handbook v.3.5 276<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 standard action","range":"See text","target":"","effect":"See text","area":"","duration":"See text","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"Yes","description":"You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower.\n(For a spell with more than one level, use the best one applicable to you).\nSpells that deal damage, such as lightning bolt, have normal effects unless an affected creature succeeds on a Will save.\nEach disbelieving creature takes only one-fifth damage from the attack.\nIf the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur.\nIf recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage.\nRegardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.\nNondamaging effects, such as gust of wind, have normal effects except against those who disbelieve them.\nAgainst disbelievers, they have no effect.\nObjects automatically succeed on their Will saves against this spell.","short_description":"You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizar...","material_components":"0","name":"Shadow Evocation","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5","full_text":"<div><p><h5>Shadow Evocation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower.<br \/>(For a spell with more than one level, use the best one applicable to you).<br \/>Spells that deal damage, such as lightning bolt, have normal effects unless an affected creature succeeds on a Will save.<br \/>Each disbelieving creature takes only one-fifth damage from the attack.<br \/>If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur.<br \/>If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage.<br \/>Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation&#39;s level (5th) rather than the spell&#39;s normal level.<br \/>Nondamaging effects, such as gust of wind, have normal effects except against those who disbelieve them.<br \/>Against disbelievers, they have no effect.<br \/>Objects automatically succeed on their Will saves against this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 277<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower.\nIf recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.","short_description":"This spell functions like shadow evocation, except that it enables you to create partially real, illu...","material_components":"0","name":"Shadow Evocation, Greater","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8","full_text":"<div><p><h5>Shadow Evocation, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower.<br \/>If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.<\/p><\/p>Reference: Player's Handbook v.3.5 277<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Up to one touched creature\/level","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"To use the shadow walk spell, you must be in an area of shadowy illumination.\nYou and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.\nThe effect is largely illusory, but the path is quasi-real.\nYou can take more than one creature along with you (subject to your level limit), but all must be touching each other.\nIn the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane.\nThus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.\nBecause of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end.\nIt's impossible to judge distances accurately, making the spell virtually useless for scouting or spying.\nFurthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint.\nIf this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction.\nIf this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).\nShadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality.\nThe transit of the Plane of Shadow requires 1d4 hours.\nAny creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.\nThey may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you).\nCreatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.","short_description":"To use the shadow walk spell, you must be in an area of shadowy illumination.","material_components":"0","name":"Shadow Walk","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Sha'ir 6 \/ Death Master 6","full_text":"<div><p><h5>Shadow Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Sha'ir 6 \/ Death Master 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>To use the shadow walk spell, you must be in an area of shadowy illumination.<br \/>You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.<br \/>The effect is largely illusory, but the path is quasi-real.<br \/>You can take more than one creature along with you (subject to your level limit), but all must be touching each other.<br \/>In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane.<br \/>Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.<br \/>Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can&#39;t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end.<br \/>It&#39;s impossible to judge distances accurately, making the spell virtually useless for scouting or spying.<br \/>Furthermore, when the spell effect ends, you are shunted 1d10&#215;100 feet in a random horizontal direction from your desired endpoint.<br \/>If this would place you within a solid object, you are shunted 1d10&#215;1,000 feet in the same direction.<br \/>If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).<br \/>Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality.<br \/>The transit of the Plane of Shadow requires 1d4 hours.<br \/>Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.<br \/>They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you).<br \/>Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.<\/p><\/p>Reference: Player's Handbook v.3.5 277<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.-radius emanation centered on a creature, object, or point in space","duration":"1 min.\/level (D)","saving_throw":"Will negates; see text or none (object)","spell_resistance":"Yes; see text or no (object)","description":"Upon the casting of this spell, complete silence prevails in the affected area.\nAll sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area.\nThe spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object.\nThe spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves.\nAn unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.\nItems in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not.\nThis spell provides a defense against sonic or language-based attacks, such as command, a harpy's captivating song, a horn of blasting, and the like.","short_description":"Upon the casting of this spell, complete silence prevails in the affected area.","material_components":"0","name":"Silence","level":"Bard 2 \/ Cleric 2 \/ Vigilante 2 \/ Beguiler 2 \/ Death Master 2 \/ Court Herald 1","full_text":"<div><p><h5>Silence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Vigilante 2 \/ Beguiler 2 \/ Death Master 2 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text or none (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text or no (object)<br\/><\/td><\/tr><\/table><p>\t<p>Upon the casting of this spell, complete silence prevails in the affected area.<br \/>All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area.<br \/>The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object.<br \/>The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves.<br \/>An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.<br \/>Items in a creature&#39;s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not.<br \/>This spell provides a defense against sonic or language-based attacks, such as command, a harpy&#39;s captivating song, a horn of blasting, and the like.<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube\/level (S)","area":"","duration":"Concentration","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"This spell creates the visual illusion of an object, creature, or force, as visualized by you.\nThe illusion does not create sound, smell, texture, or temperature.\nYou can move the image within the limits of the size of the effect.\nFocus: A bit of fleece.","short_description":"This spell creates the visual illusion of an object, creature, or force, as visualized by you.","material_components":"0","name":"Silent Image","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1 \/ Court Herald 1","full_text":"<div><p><h5>Silent Image<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Beguiler 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates the visual illusion of an object, creature, or force, as visualized by you.<br \/>The illusion does not create sound, smell, texture, or temperature.<br \/>You can move the image within the limits of the size of the effect.<br \/>Focus: A bit of fleece.<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M, XP","casting_time":"12 hours","range":"0 ft.","target":"","effect":"One duplicate creature","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Simulacrum creates an illusory duplicate of any creature.\nThe duplicate creature is partially real and formed from ice or snow.\nIt appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).\nYou can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level.\nYou must make a Disguise check when you cast the spell to determine how good the likeness is.\nA creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.\nAt all times the simulacrum remains under your absolute command.\nNo special telepathic link exists, so command must be exercised in some other manner.\nA simulacrum has no ability to become more powerful.\nIt cannot increase its level or abilities.\nIf reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness.\nA complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.\nMaterial Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice.\nAdditionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.\nXP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).","short_description":"Simulacrum creates an illusory duplicate of any creature.","material_components":"0","name":"Simulacrum","level":"Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7","full_text":"<div><p><h5>Simulacrum<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>12 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One duplicate creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Simulacrum creates an illusory duplicate of any creature.<br \/>The duplicate creature is partially real and formed from ice or snow.<br \/>It appears to be the same as the original, but it has only one-half of the real creature&#39;s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).<br \/>You can&#39;t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level.<br \/>You must make a Disguise check when you cast the spell to determine how good the likeness is.<br \/>A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster&#39;s Disguise check) or a DC 20 Sense Motive check.<br \/>At all times the simulacrum remains under your absolute command.<br \/>No special telepathic link exists, so command must be exercised in some other manner.<br \/>A simulacrum has no ability to become more powerful.<br \/>It cannot increase its level or abilities.<br \/>If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness.<br \/>A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.<br \/>Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice.<br \/>Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.<br \/>XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One or more creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Concentration + 1 hour\/level (D)","saving_throw":"Will negates; see text","spell_resistance":"Yes; see text","description":"You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration.\nYou can make the subjects appear to be anything you wish.\nA party might be made to resemble a mixed band of sprites led by a treant.\nThe subjects look, feel, and smell just like the creatures the spell makes them resemble.\nAffected creatures resume their normal appearances if slain.\nYou must succeed on a Disguise check to duplicate the appearance of a specific individual.\nThis spell gives you a +10 bonus on the check.\nUnwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.\nThose who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.","short_description":"You instantly change the appearance of the subjects and then maintain that appearance for the spell's...","material_components":"0","name":"Veil","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Thayan Slaver 4 \/ Wu Jen 6 \/ Sha'ir 6","full_text":"<div><p><h5>Veil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Beguiler 6 \/ Thayan Slaver 4 \/ Wu Jen 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>You instantly change the appearance of the subjects and then maintain that appearance for the spell&#39;s duration.<br \/>You can make the subjects appear to be anything you wish.<br \/>A party might be made to resemble a mixed band of sprites led by a treant.<br \/>The subjects look, feel, and smell just like the creatures the spell makes them resemble.<br \/>Affected creatures resume their normal appearances if slain.<br \/>You must succeed on a Disguise check to duplicate the appearance of a specific individual.<br \/>This spell gives you a +10 bonus on the check.<br \/>Unwilling targets can negate the spell&#39;s effect on them by making Will saves or with spell resistance.<br \/>Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn&#39;t help.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Intelligible sound, usually speech","area":"","duration":"1 min.\/level (D)","saving_throw":"Will disbelief (if interacted with)","spell_resistance":"No","description":"You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.\nYou can speak in any language you know.\nWith respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).\nFocus: A parchment rolled up into a small cone.","short_description":"You can make your voice (or any sound that you can normally make vocally) seem to issue from someplac...","material_components":"0","name":"Ventriloquism","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1","full_text":"<div><p><h5>Ventriloquism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Intelligible sound, usually speech<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.<br \/>You can speak in any language you know.<br \/>With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).<br \/>Focus: A parchment rolled up into a small cone.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"","casting_time":"","range":"","target":"Any number of creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like phantasmal killer, except it can affect more than one creature.\nOnly the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.\nIf a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round.\nThe subject also takes 1d4 points of temporary Strength damage.","short_description":"This spell functions like phantasmal killer, except it can affect more than one creature.","material_components":"0","name":"Weird","level":"Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"<div><p><h5>Weird<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like phantasmal killer, except it can affect more than one creature.<br \/>Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.<br \/>If a subject&#39;s Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round.<br \/>The subject also takes 1d4 points of temporary Strength damage.<\/p><\/p>Reference: Player's Handbook v.3.5 301<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 round","range":"Personal","target":"","effect":"","area":"5-ft.-radius emanation centered on you","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects (such as command or shout).\nThis effect is centered on you and moves with you.\nAnyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected.\nNote, however, that a successful Spot check to read lips can still reveal what's said inside a zone of silence.","short_description":"By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and tho...","material_components":"0","name":"Zone of Silence","level":"Bard 4 \/ Vigilante 4 \/ Beguiler 3","full_text":"<div><p><h5>Zone of Silence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Vigilante 4 \/ Beguiler 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell&#39;s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects (such as command or shout).<br \/>This effect is centered on you and moves with you.<br \/>Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected.<br \/>Note, however, that a successful Spot check to read lips can still reveal what&#39;s said inside a zone of silence.<\/p><\/p>Reference: Player's Handbook v.3.5 303<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One or more corpses touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.  The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place.  They remain animated until they are destroyed.\n(A destroyed skeleton or zombie can't be animated again).\n\nRegardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of _animate dead_.  (The deserate:\/spells\/players-handbook-v35--6\/desecrate--2604\/ spell doubles this limit; see page 218).\n\nThe undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled.  (You choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.\n\n_Skeletons:_ A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. The Monster Manual has game statistics for skeletons.\n\n_Zombies:_ A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. The Monster Manual has game statistics for zombies.\n\n_Material Component:_ You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.","short_description":"This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow y...","material_components":"0","name":"Animate Dead","level":"Cleric 3 \/ Sorcerer 4 \/ Wizard 4 \/ Adept 3 \/ Blighter 4 \/ Death Delver 3 \/ Wu Jen 4 \/ Death Master 2 \/ Sha'ir 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Animate Dead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 4 \/ Wizard 4 \/ Adept 3 \/ Blighter 4 \/ Death Delver 3 \/ Wu Jen 4 \/ Death Master 2 \/ Sha'ir 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.  The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place.  They remain animated until they are destroyed.<br \/>(A destroyed skeleton or zombie can&#39;t be animated again).<\/p>\n\n\t<p>Regardless of the type of undead you create with this spell, you can&#39;t create more HD of undead than twice your caster level with a single casting of <em>animate dead<\/em>.  (The <a href=\/spells\/players-handbook-v35--6\/desecrate--2604\/>deserate<\/a> spell doubles this limit; see page 218).<\/p>\n\n\t<p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled.  (You choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.<\/p>\n\n\t<p><em>Skeletons:<\/em> A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. The Monster Manual has game statistics for skeletons.<\/p>\n\n\t<p><em>Zombies:<\/em> A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. The Monster Manual has game statistics for zombies.<\/p>\n\n\t<p><em>Material Component:<\/em> You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.<\/p><\/p>Reference: Player's Handbook v.3.5 198<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"30 minutes","range":"Touch","target":"You plus one additional willing creature touched per two caster levels","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"Yes","description":"By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.\nYou can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting.\nThese fellow travelers are dependent upon you and must accompany you at all times.\nIf something happens to you during the journey, your companions are stranded wherever you left them.\nYou project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation.\nThe spell projects an astral copy of you and all you wear or carry onto the Astral Plane.\nSince the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will.\nTo enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.\nWhile you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord.\nIf the cord is broken, you are killed, astrally and physically.\nLuckily, very few things can destroy a silver cord (see the Dungeon Master's Guide for more information).\nWhen a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body.\nIf the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation.\nAlthough astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.\nYou and your companions may travel through the Astral Plane indefinitely.\nYour bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them.\nThe spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).\nMaterial Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.","short_description":"By freeing your spirit from your physical body, this spell allows you to project an astral body onto ...","material_components":"0","name":"Astral Projection","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"<div><p><h5>Astral Projection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>30 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.<br \/>You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting.<br \/>These fellow travelers are dependent upon you and must accompany you at all times.<br \/>If something happens to you during the journey, your companions are stranded wherever you left them.<br \/>You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation.<br \/>The spell projects an astral copy of you and all you wear or carry onto the Astral Plane.<br \/>Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will.<br \/>To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.<br \/>While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord.<br \/>If the cord is broken, you are killed, astrally and physically.<br \/>Luckily, very few things can destroy a silver cord (see the Dungeon Master&#39;s Guide for more information).<br \/>When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body.<br \/>If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation.<br \/>Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.<br \/>You and your companions may travel through the Astral Plane indefinitely.<br \/>Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them.<br \/>The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).<br \/>Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.<\/p><\/p>Reference: Player's Handbook v.3.5 201<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"You place a curse on the subject. Choose one of the following three effects.\n* -6 decrease to an ability score (minimum 1).\n* -4 penalty on attack rolls, saves, ability checks, and skill checks.\n* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\nYou may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse's effect.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.\n\nBestow curse counters remove curse.","short_description":"You place a curse on the subject.","material_components":"0","name":"Bestow Curse","level":"Cleric 3 \/ Sorcerer 4 \/ Wizard 4 \/ Adept 3 \/ Death Master 3 \/ Jester 4 \/ Sha'ir 4 \/ Dread Necromancer 4 \/ Court Herald 4","full_text":"<div><p><h5>Bestow Curse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 4 \/ Wizard 4 \/ Adept 3 \/ Death Master 3 \/ Jester 4 \/ Sha'ir 4 \/ Dread Necromancer 4 \/ Court Herald 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You place a curse on the subject. Choose one of the following three effects.\n\t<ul>\n\t\t<li>-6 decrease to an ability score (minimum 1).<\/li>\n\t\t<li>-4 penalty on attack rolls, saves, ability checks, and skill checks.<\/li>\n\t\t<li>Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.<\/li>\n\t<\/ul><br \/>You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse&#39;s effect.<\/p>\n\n\t<p>The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.<\/p>\n\n\t<p>Bestow curse counters remove curse.<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half; see text","spell_resistance":"Yes","description":"This spell withers a single plant of any size.\nAn affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage.\nA plant that isn't a creature (such as a tree or shrub) doesn't receive a save and immediately withers and dies.\nThis spell has no effect on the soil or surrounding plant life.","short_description":"This spell withers a single plant of any size.","material_components":"0","name":"Blight","level":"Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Blighter 4 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Blighter 4 \/ Urban Druid 4 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell withers a single plant of any size.<br \/>An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage.<br \/>A plant that isn&#39;t a creature (such as a tree or shrub) doesn&#39;t receive a save and immediately withers and dies.<br \/>This spell has no effect on the soil or surrounding plant life.<\/p><\/p>Reference: Player's Handbook v.3.5 206<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"Permanent (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You call upon the powers of unlife to render the subject blinded or deafened, as you choose.","short_description":"You call upon the powers of unlife to render the subject blinded or deafened, as you choose.","material_components":"0","name":"Blindness\/Deafness","level":"Bard 2 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Blindness\/Deafness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call upon the powers of unlife to render the subject blinded or deafened, as you choose.<\/p><\/p>Reference: Player's Handbook v.3.5 206<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature with 5 or fewer HD","effect":"","area":"","duration":"1d4 rounds or 1 round; see text","saving_throw":"Will partial","spell_resistance":"Yes","description":"The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.\n\n_Cause fear_ counters and dispels _remove fear_:spells\/players-handbook-v35--6\/remove-fear--2353\/.","short_description":"The affected creature becomes frightened.","material_components":"0","name":"Cause Fear","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Vigilante 1 \/ Duskblade 1 \/ Death Delver 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1","full_text":"<div><p><h5>Cause Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Adept 1 \/ Disciple of Thrym 1 \/ Vigilante 1 \/ Duskblade 1 \/ Death Delver 1 \/ Sha'ir 1 \/ Death Master 1 \/ Jester 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4 rounds or 1 round; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.<\/p>\n\n\t<p><em>Cause fear<\/em> counters and dispels <a href=\/spells\/players-handbook-v35--6\/remove-fear--2353\/><em>remove fear<\/em><\/a>.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature or creatures touched (up to one\/level)","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial or Will negates; see text","spell_resistance":"Yes","description":"A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.\nEach touch channels negative energy that deals 1d6 points of damage.\nThe touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.\nYou can use this melee touch attack up to one time per level.\nAn undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.","short_description":"A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.","material_components":"0","name":"Chill Touch","level":"Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Warmage 1 \/ Duskblade 1 \/ Blighter 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 1 \/ Death Master 1","full_text":"<div><p><h5>Chill Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Warmage 1 \/ Duskblade 1 \/ Blighter 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial or Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.<br \/>Each touch channels negative energy that deals 1d6 points of damage.<br \/>The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.<br \/>You can use this melee touch attack up to one time per level.<br \/>An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Several living creatures within a 40-ft.-radius burst","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A circle of death snuffs out the life force of living creatures, killing them instantly.\nThe spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4).\nCreatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first.\nNo creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.\nMaterial Component: The powder of a crushed black pearl with a minimum value of 500 gp.","short_description":"A circle of death snuffs out the life force of living creatures, killing them instantly.","material_components":"0","name":"Circle of Death","level":"Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Blighter 6 \/ Sha'ir 6 \/ Death Master 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Circle of Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Blighter 6 \/ Sha'ir 6 \/ Death Master 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A circle of death snuffs out the life force of living creatures, killing them instantly.<br \/>The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4).<br \/>Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst&#39;s point of origin are affected first.<br \/>No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.<br \/>Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, AF","casting_time":"10 minutes","range":"0 ft.","target":"","effect":"One clone","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell makes an inert duplicate of a creature.\nIf the original individual has been slain, its soul immediately transfers to the clone, creating a replacement\n(provided that the soul is free and willing to return; see Bringing Back the Dead, page 171).\nThe original's physical remains, should they still exist, become inert and cannot thereafter be restored to life.\nIf the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.\nTo create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body.\nThe piece of flesh need not be fresh, but it must be kept from rotting (for example, by the gentle repose spell).\nOnce the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.\nWhen the clone is completed, the original's soul enters it immediately, if that creature is already dead.\nThe clone is physically identical with the original and possesses the same personality and memories as the original.\nIn other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character).\nIf this Constitution adjustment would give the clone a Constitution score of 0, the spell fails.\nIf the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.\nThe spell duplicates only the original's body and mind, not its equipment.\nA duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.\nMaterial Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).\nFocus: Special laboratory equipment (cost 500 gp).","short_description":"This spell makes an inert duplicate of a creature.","material_components":"0","name":"Clone","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"<div><p><h5>Clone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One clone<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes an inert duplicate of a creature.<br \/>If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement<br \/>(provided that the soul is free and willing to return; see Bringing Back the Dead, page 171).<br \/>The original&#39;s physical remains, should they still exist, become inert and cannot thereafter be restored to life.<br \/>If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.<br \/>To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature&#39;s living body.<br \/>The piece of flesh need not be fresh, but it must be kept from rotting (for example, by the gentle repose spell).<br \/>Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.<br \/>When the clone is completed, the original&#39;s soul enters it immediately, if that creature is already dead.<br \/>The clone is physically identical with the original and possesses the same personality and memories as the original.<br \/>In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character).<br \/>If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails.<br \/>If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.<br \/>The spell duplicates only the original&#39;s body and mind, not its equipment.<br \/>A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.<br \/>Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).<br \/>Focus: Special laboratory equipment (cost 500 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 210<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One undead creature","effect":"","area":"","duration":"One day\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"This spell allows you some degree of control over an undead creature.\nAssuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly).\nIt will not attack you while the spell lasts.\nYou 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.\n(Retries are not allowed).\nAn intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person).\nA nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw against this spell.\nWhen you control a mindless being, you can communicate only basic commands, such as come here, go there, fight, stand still, and so on.\nNonintelligent undead won't resist suicidal or obviously harmful orders.\nAny act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.\nYour commands are not telepathic.\nThe undead creature must be able to hear you.\nMaterial Component: A shred of raw meat and a splinter of bone.","short_description":"This spell allows you some degree of control over an undead creature.","material_components":"0","name":"Command Undead","level":"Sorcerer 2 \/ Wizard 2 \/ Death Delver 2 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Command Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Death Delver 2 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you some degree of control over an undead creature.<br \/>Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly).<br \/>It will not attack you while the spell lasts.<br \/>You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn&#39;t ordinarily do.<br \/>(Retries are not allowed).<br \/>An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person).<br \/>A nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw against this spell.<br \/>When you control a mindless being, you can communicate only basic commands, such as &quot;come here&quot;, &quot;go there&quot;, &quot;fight&quot;, &quot;stand still&quot;, and so on.<br \/>Nonintelligent undead won&#39;t resist suicidal or obviously harmful orders.<br \/>Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.<br \/>Your commands are not telepathic.<br \/>The undead creature must be able to hear you.<br \/>Material Component: A shred of raw meat and a splinter of bone.<\/p><\/p>Reference: Player's Handbook v.3.5 211<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion's normal save DC for the initial saving throw). See the Dungeon Master's Guide for descriptions of each disease, as well as for the general effects of disease.\n\n|_. Disease |_. DC |_. Damage |\n| Blinding sickness | 16 | 1d4 Str ^1^ |\n| Cackle fever | 16 | 1d6 Wis |\n| Filth fever | 12 | 1d3 Dex and 1d3 Con |\n| Mindfire | 12 | 1d4 Int | \n| Red ache | 15 | 1d6 Str | \n| Shakes | 13 | 1d8 Dex | \n| Slimy doom | 14 | 1d4 Con |\n|3. ^1^ Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded. |\n\nSee the Dungeon Master's Guide for descriptions of each disease, as well as for the general effects of disease.","short_description":"The subject contracts a disease selected from the table below, which strikes immediately (no incubati...","material_components":"0","name":"Contagion","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Adept 3 \/ Warmage 4 \/ Blighter 3 \/ Death Master 3 \/ Urban Druid 3 \/ Sha'ir 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Contagion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Adept 3 \/ Warmage 4 \/ Blighter 3 \/ Death Master 3 \/ Urban Druid 3 \/ Sha'ir 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion&#39;s normal save DC for the initial saving throw). See the Dungeon Master&#39;s Guide for descriptions of each disease, as well as for the general effects of disease.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Disease <\/th>\n\t\t\t<th>DC <\/th>\n\t\t\t<th>Damage <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blinding sickness <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 1d4 Str <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cackle fever <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 1d6 Wis <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Filth fever <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 1d3 Dex and 1d3 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mindfire <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 1d4 Int <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red ache <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 1d6 Str <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shakes <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 1d8 Dex <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Slimy doom <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 1d4 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>1<\/sup> Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease&#39;s save DC) or be permanently blinded. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>See the Dungeon Master&#39;s Guide for descriptions of each disease, as well as for the general effects of disease.<\/p><\/p>Reference: Player's Handbook v.3.5 213<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to 2 HD\/level of undead creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell enables you to command undead creatures for a short period of time.\nYou command them by voice and they understand you, no matter what language you speak.\nEven if vocal communication is impossible (in the area of a silence spell, for instance), the controlled undead do not attack you.\nAt the end of the spell, the subjects revert to their normal behavior.\nIntelligent undead creatures remember that you controlled them.\nMaterial Component: A small piece of bone and a small piece of raw meat.","short_description":"This spell enables you to command undead creatures for a short period of time.","material_components":"0","name":"Control Undead","level":"Sorcerer 7 \/ Wizard 7 \/ Blighter 7 \/ Death Master 6 \/ Sha'ir 7 \/ Dread Necromancer 7","full_text":"<div><p><h5>Control Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Blighter 7 \/ Death Master 6 \/ Sha'ir 7 \/ Dread Necromancer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell enables you to command undead creatures for a short period of time.<br \/>You command them by voice and they understand you, no matter what language you speak.<br \/>Even if vocal communication is impossible (in the area of a silence spell, for instance), the controlled undead do not attack you.<br \/>At the end of the spell, the subjects revert to their normal behavior.<br \/>Intelligent undead creatures remember that you controlled them.<br \/>Material Component: A small piece of bone and a small piece of raw meat.<\/p><\/p>Reference: Player's Handbook v.3.5 214<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers (see the Monster Manual for more information on all types of undead).\nThe type or types of undead you can create is based on your caster level, as shown on the table below.","short_description":"This spell functions like create undead, except that you can create more powerful and intelligent sor...","material_components":"0","name":"Create Greater Undead","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8 \/ Dread Necromancer 8","full_text":"<div><p><h5>Create Greater Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8 \/ Dread Necromancer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers (see the Monster Manual for more information on all types of undead).<br \/>The type or types of undead you can create is based on your caster level, as shown on the table below.<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corpse","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs (see the Monster Manual for more information on all types of undead). The type or types of undead you can create is based on your caster level, as shown on the table below.\n\n|_. Caster Level |_. Undead Created |\n| 11th or lower | Ghoul |\n| 12th-14th | Ghast |\n| 15th-17th | Mummy |\n| 18th or higher | Mohrg|\n\nYou may create less powerful undead than your level would allow if you choose. For example, at 16th level you could decide to create a ghoul or a ghast instead of a mummy. Doing this may be a good idea, because created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms (see Turn or Rebuke Undead, page 159).\n\nThis spell must be cast at night.\n\nMaterial Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.","short_description":"A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts ...","material_components":"0","name":"Create Undead","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Blighter 5 \/ Death Master 5 \/ Sha'ir 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Create Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Blighter 5 \/ Death Master 5 \/ Sha'ir 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs (see the Monster Manual for more information on all types of undead). The type or types of undead you can create is based on your caster level, as shown on the table below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Caster Level <\/th>\n\t\t\t<th>Undead Created <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th or lower <\/td>\n\t\t\t<td> Ghoul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th-14th <\/td>\n\t\t\t<td> Ghast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th-17th <\/td>\n\t\t\t<td> Mummy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th or higher <\/td>\n\t\t\t<td> Mohrg<\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>You may create less powerful undead than your level would allow if you choose. For example, at 16th level you could decide to create a ghoul or a ghast instead of a mummy. Doing this may be a good idea, because created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms (see Turn or Rebuke Undead, page 159).<\/p>\n\n\t<p>This spell must be cast at night.<\/p>\n\n\t<p>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.<\/p><\/p>Reference: Player's Handbook v.3.5 215<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Flask of water touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water.\nUnholy water damages good outsiders the way holy water damages undead and evil outsiders.\nMaterial Component: 5 pounds of powdered silver (worth 25 gp).","short_description":"This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water.","material_components":"0","name":"Curse Water","level":"Cleric 1 \/ Blighter 1 \/ Death Master 1","full_text":"<div><p><h5>Curse Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Blighter 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water.<br \/>Unholy water damages good outsiders the way holy water damages undead and evil outsiders.<br \/>Material Component: 5 pounds of powdered silver (worth 25 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous\/10 minutes per HD of subject; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"You draw forth the ebbing life force of a creature and use it to fuel your own power.\nUpon casting this spell, you touch a living creature that has -1 or fewer hit points.\nIf the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength.\nAdditionally, your effective caster level goes up by +1, improving spell effects dependent on caster level.\n(This increase in effective caster level does not grant you access to more spells).\nThese effects last for 10 minutes per HD of the subject creature.","short_description":"You draw forth the ebbing life force of a creature and use it to fuel your own power.","material_components":"0","name":"Death Knell","level":"Cleric 2 \/ Blighter 2 \/ Death Master 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Death Knell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Blighter 2 \/ Death Master 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous\/10 minutes per HD of subject; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You draw forth the ebbing life force of a creature and use it to fuel your own power.<br \/>Upon casting this spell, you touch a living creature that has -1 or fewer hit points.<br \/>If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength.<br \/>Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level.<br \/>(This increase in effective caster level does not grant you access to more spells).<br \/>These effects last for 10 minutes per HD of the subject creature.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).\n\nThis spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.\n\nDeath ward does not protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal.\n\n(note: Heroes of Horror lists this spell as both a 3rd and 4th level spell for the Dread Necromancer).","short_description":"The subject is immune to all death spells, magical death effects, energy drain, and any negative ener...","material_components":"0","name":"Death Ward","level":"Cleric 4 \/ Druid 5 \/ Paladin 4 \/ Healer 4 \/ Runescarred Berserker 3 \/ Hunter of the Dead 4 \/ Slayer of Domiel 4 \/ Knight of the Weave 4 \/ Blighter 4 \/ Death Delver 4 \/ Death Master 4 \/ Urban Druid 5 \/ Dread Necromancer 4","full_text":"<div><p><h5>Death Ward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 5 \/ Paladin 4 \/ Healer 4 \/ Runescarred Berserker 3 \/ Hunter of the Dead 4 \/ Slayer of Domiel 4 \/ Knight of the Weave 4 \/ Blighter 4 \/ Death Delver 4 \/ Death Master 4 \/ Urban Druid 5 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).<\/p>\n\n\t<p>This spell doesn&#39;t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.<\/p>\n\n\t<p>Death ward does not protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal.<\/p>\n\n\t<p>(note: Heroes of Horror lists this spell as both a 3rd and 4th level spell for the Dread Necromancer).<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). _Deathwatch_ sees through any spell or ability that allows creatures to feign death.","short_description":"Using the foul sight granted by the powers of unlife, you can determine the condition of creatures ne...","material_components":"0","name":"Deathwatch","level":"Cleric 1 \/ Healer 0 \/ Slayer of Domiel 1 \/ Death Master 1","full_text":"<div><p><h5>Deathwatch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Healer 0 \/ Slayer of Domiel 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell&#39;s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). <em>Deathwatch<\/em> sees through any spell or ability that allows creatures to feign death.<\/p><\/p>Reference: Player's Handbook v.3.5 217<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.\nIf the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage.\nThe only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.\nFocus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).","short_description":"This spell instantly slays the subject and consumes its remains (but not its equipment and possession...","material_components":"0","name":"Destruction","level":"Cleric 7 \/ Death Master 7 \/ Dread Necromancer 7","full_text":"<div><p><h5>Destruction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Death Master 7 \/ Dread Necromancer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.<br \/>If the target&#39;s Fortitude saving throw succeeds, it instead takes 10d6 points of damage.<br \/>The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.<br \/>Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 218<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You direct a ray of positive energy.\nYou must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.","short_description":"You direct a ray of positive energy.","material_components":"0","name":"Disrupt Undead","level":"Sorcerer 0 \/ Wizard 0 \/ Warmage 0 \/ Duskblade 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0","full_text":"<div><p><h5>Disrupt Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0 \/ Warmage 0 \/ Duskblade 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You direct a ray of positive energy.<br \/>You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.<\/p><\/p>Reference: Player's Handbook v.3.5 223<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.","short_description":"This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.","material_components":"0","name":"Doom","level":"Cleric 1 \/ Dread Necromancer 1 \/ Disciple of Thrym 1 \/ Knight of the Chalice 1 \/ Blighter 1 \/ Death Master 1 \/ Jester 1 \/ Demonologist 1","full_text":"<div><p><h5>Doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Dread Necromancer 1 \/ Disciple of Thrym 1 \/ Knight of the Chalice 1 \/ Blighter 1 \/ Death Master 1 \/ Jester 1 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.<\/p><\/p>Reference: Player's Handbook v.3.5 225<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Fortitude partial; see text for enervation","spell_resistance":"","description":"This spell functions like _enervation_:spells\/players-handbook-v35--6\/enervation--2733\/, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.\n\nThere is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject  must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.\n\nAn undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.","short_description":"This spell functions like _enervation_:spells\/players-handbook-v35--6\/enervation--2733\/, except that ...","material_components":"0","name":"Energy Drain","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9 \/ Death Master 9 \/ Dread Necromancer 9","full_text":"<div><p><h5>Energy Drain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9 \/ Death Master 9 \/ Dread Necromancer 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text for enervation<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/enervation--2733\/><em>enervation<\/em><\/a>, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.<\/p>\n\n\t<p>There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject  must make a Fortitude saving throw (DC = energy drain spell&#39;s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject&#39;s character levels is permanently drained.<\/p>\n\n\t<p>An undead creature struck by the ray gains 2d4&#215;5 temporary hit points for 1 hour.<\/p><\/p>Reference: Player's Handbook v.3.5 226<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray of negative energy","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.\nYou must make a ranged touch attack to hit.\nIf the attack succeeds, the subject gains 1d4 negative levels.\nIf the subject has at least as many negative levels as HD, it dies.\nEach negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).\nAdditionally, a spellcaster loses one spell or spell slot from his or her highest available level.\nNegative levels stack.\nAssuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).\nUsually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.\nAn undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.","short_description":"You point your finger and utter the incantation, releasing a black ray of crackling negative energy t...","material_components":"0","name":"Enervation","level":"Sorcerer 4 \/ Wizard 4 \/ Death Delver 4 \/ Thayan Slaver 4 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Enervation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Death Delver 4 \/ Thayan Slaver 4 \/ Sha'ir 4 \/ Death Master 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray of negative energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.<br \/>You must make a ranged touch attack to hit.<br \/>If the attack succeeds, the subject gains 1d4 negative levels.<br \/>If the subject has at least as many negative levels as HD, it dies.<br \/>Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).<br \/>Additionally, a spellcaster loses one spell or spell slot from his or her highest available level.<br \/>Negative levels stack.<br \/>Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).<br \/>Usually, negative levels have a chance of permanently draining the victim&#39;s levels, but the negative levels from enervation don&#39;t last long enough to do so.<br \/>An undead creature struck by the ray gains 1d4&#215;5 temporary hit points for 1 hour.<\/p><\/p>Reference: Player's Handbook v.3.5 226<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round per three levels; see text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.\n\n|_. HD |_. Effect |\n| 10 or more |Sickened |\n| 5-9 | Panicked, sickened |\n| 4 or less | Comatose, panicked, sickened |\n\nThe effects are cumulative and concurrent.\n\n_Sickened:_ Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.\n\n_Panicked:_ The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.\n\n_Comatose:_ The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.\n\nThe spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.","short_description":"Each round, you may target a single living creature, striking it with waves of evil power.","material_components":"0","name":"Eyebite","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Death Master 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Eyebite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Death Master 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round per three levels; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target&#39;s HD, this attack has as many as three effects.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>HD <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 or more <\/td>\n\t\t\t<td>Sickened <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5-9 <\/td>\n\t\t\t<td> Panicked, sickened <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 or less <\/td>\n\t\t\t<td> Comatose, panicked, sickened <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The effects are cumulative and concurrent.<\/p>\n\n\t<p><em>Sickened:<\/em> Sudden pain and fever sweeps over the subject&#39;s body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.<\/p>\n\n\t<p><em>Panicked:<\/em> The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.<\/p>\n\n\t<p><em>Comatose:<\/em> The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.<\/p>\n\n\t<p>The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.<\/p><\/p>Reference: Player's Handbook v.3.5 228<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until discharged; see text","saving_throw":"","spell_resistance":"","description":"You harness the power of unlife to grant yourself a limited ability to avoid death.\nWhile this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).\nMaterial Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting.\nThese sigils cannot be seen once the alcohol or spirits evaporate.","short_description":"You harness the power of unlife to grant yourself a limited ability to avoid death.","material_components":"0","name":"False Life","level":"Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Savant 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>False Life<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Savant 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged; see text<br\/><\/td><\/tr><\/table><p>\t<p>You harness the power of unlife to grant yourself a limited ability to avoid death.<br \/>While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).<br \/>Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting.<br \/>These sigils cannot be seen once the alcohol or spirits evaporate.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"1 round\/level or 1 round; see text","saving_throw":"Will partial","spell_resistance":"Yes","description":"An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. (See the Dungeon Master's Guide for more information on fear-panicked creatures). If the Will save succeeds, the creature is shaken for 1 round.\n\nMaterial Component: Either the heart of a hen or a white feather.","short_description":"An invisible cone of terror causes each living creature in the area to become panicked unless it succ...","material_components":"0","name":"Fear","level":"Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 3 \/ Death Delver 4 \/ Thayan Slaver 2 \/ Hexblade 4 \/ Sha'ir 4 \/ Death Master 4 \/ Jester 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 4 \/ Wizard 4 \/ Vigilante 3 \/ Death Delver 4 \/ Thayan Slaver 2 \/ Hexblade 4 \/ Sha'ir 4 \/ Death Master 4 \/ Jester 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or 1 round; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. (See the Dungeon Master&#39;s Guide for more information on fear-panicked creatures). If the Will save succeeds, the creature is shaken for 1 round.<\/p>\n\n\t<p>Material Component: Either the heart of a hen or a white feather.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You can slay any one living creature within range.\nThe target is entitled to a Fortitude saving throw to survive the attack.\nIf the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).\nThe subject might die from damage even if it succeeds on its saving throw.","short_description":"You can slay any one living creature within range.","material_components":"0","name":"Finger of Death","level":"Druid 8 \/ Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Blighter 6 \/ Sha'ir 7 \/ Death Master 7 \/ Urban Druid 8 \/ Dread Necromancer 7","full_text":"<div><p><h5>Finger of Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Blighter 6 \/ Sha'ir 7 \/ Death Master 7 \/ Urban Druid 8 \/ Dread Necromancer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can slay any one living creature within range.<br \/>The target is entitled to a Fortitude saving throw to survive the attack.<br \/>If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).<br \/>The subject might die from damage even if it succeeds on its saving throw.<\/p><\/p>Reference: Player's Handbook v.3.5 230<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Corpse touched","effect":"","area":"","duration":"One day\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You preserve the remains of a dead creature so that they do not decay.\nDoing so effectively extends the time limit on raising that creature from the dead (see raise dead).\nDays spent under the influence of this spell don't count against the time limit.\nAdditionally, this spell makes transporting a fallen comrade more pleasant.\nThe spell also works on severed body parts and the like.\nArcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).","short_description":"You preserve the remains of a dead creature so that they do not decay.","material_components":"0","name":"Gentle Repose","level":"Cleric 2 \/ Sorcerer 3 \/ Wizard 3 \/ Healer 2 \/ Slayer of Domiel 2 \/ Divine Bard 2 \/ Death Master 2 \/ Savant 2 \/ Sha'ir 3 \/ Dread Necromancer 2","full_text":"<div><p><h5>Gentle Repose<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 3 \/ Wizard 3 \/ Healer 2 \/ Slayer of Domiel 2 \/ Divine Bard 2 \/ Death Master 2 \/ Savant 2 \/ Sha'ir 3 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You preserve the remains of a dead creature so that they do not decay.<br \/>Doing so effectively extends the time limit on raising that creature from the dead (see raise dead).<br \/>Days spent under the influence of this spell don&#39;t count against the time limit.<br \/>Additionally, this spell makes transporting a fallen comrade more pleasant.<br \/>The spell also works on severed body parts and the like.<br \/>Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).<\/p><\/p>Reference: Player's Handbook v.3.5 235<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Living humanoid touched","effect":"","area":"","duration":"1d6+2 rounds","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.\nAdditionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates).\nA neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.\nMaterial Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.","short_description":"Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the ...","material_components":"0","name":"Ghoul Touch","level":"Sorcerer 2 \/ Wizard 2 \/ Duskblade 2 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Ghoul Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Duskblade 2 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d6+2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.<br \/>Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates).<br \/>A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.<br \/>Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul&#39;s lair.<\/p><\/p>Reference: Player's Handbook v.3.5 235<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to three undead creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"This spell renders as many as three undead creatures immobile. A nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.\n\nMaterial Component: A pinch of sulfur and powdered garlic.","short_description":"This spell renders as many as three undead creatures immobile.","material_components":"0","name":"Halt Undead","level":"Sorcerer 3 \/ Wizard 3 \/ Hunter of the Dead 3 \/ Death Delver 3 \/ Sha'ir 3 \/ Death Master 3 \/ Urban Druid 3 \/ Dread Necromancer 3","full_text":"<div><p><h5>Halt Undead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Hunter of the Dead 3 \/ Death Delver 3 \/ Sha'ir 3 \/ Death Master 3 \/ Urban Druid 3 \/ Dread Necromancer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell renders as many as three undead creatures immobile. A nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.<\/p>\n\n\t<p>Material Component: A pinch of sulfur and powdered garlic.<\/p><\/p>Reference: Player's Handbook v.3.5 238<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half; see text","spell_resistance":"Yes","description":"Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level).\nIf the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1.\nIf used on an undead creature, harm acts like heal.","short_description":"Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a max...","material_components":"0","name":"Harm","level":"Cleric 6 \/ Blighter 6 \/ Death Master 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Harm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Blighter 6 \/ Death Master 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level).<br \/>If the creature successfully saves, harm deals half this amount, but it cannot reduce the target&#39;s hit points to less than 1.<br \/>If used on an undead creature, harm acts like heal.<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"Living creatures, no two of which can be more than 60 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).\n\n_Arcane Material Component:_ A bit of sponge.","short_description":"This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of d...","material_components":"0","name":"Horrid Wilting","level":"Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Blighter 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Dread Necromancer 8","full_text":"<div><p><h5>Horrid Wilting<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Warmage 8 \/ Blighter 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Dread Necromancer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> A bit of sponge.<\/p><\/p>Reference: Player's Handbook v.3.5 242<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).","short_description":"This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point pe...","material_components":"0","name":"Inflict Critical Wounds","level":"Cleric 4 \/ Blighter 4 \/ Death Master 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Inflict Critical Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Blighter 4 \/ Death Master 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).","short_description":"This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 poi...","material_components":"0","name":"Inflict Critical Wounds, Mass","level":"Cleric 8 \/ Death Master 8 \/ Dread Necromancer 8","full_text":"<div><p><h5>Inflict Critical Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Death Master 8 \/ Dread Necromancer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"Yes","description":"When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).\nSince undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.","short_description":"When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1...","material_components":"0","name":"Inflict Light Wounds","level":"Cleric 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Master 1","full_text":"<div><p><h5>Inflict Light Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Dread Necromancer 1 \/ Blighter 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).<br \/>Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"Yes","description":"Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.\n\nLike other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.","short_description":"Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage ...","material_components":"0","name":"Inflict Light Wounds, Mass","level":"Cleric 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Inflict Light Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.<\/p>\n\n\t<p>Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.","short_description":"This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will sav...","material_components":"0","name":"Inflict Minor Wounds","level":"Cleric 0 \/ Blighter 0 \/ Death Master 0","full_text":"<div><p><h5>Inflict Minor Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Blighter 0 \/ Death Master 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).","short_description":"This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point pe...","material_components":"0","name":"Inflict Moderate Wounds","level":"Cleric 2 \/ Blighter 2 \/ Death Master 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Inflict Moderate Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Blighter 2 \/ Death Master 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _mass inflict light wounds_:spells\/players-handbook-v35--6\/inflict-light-wounds-mass--2746\/, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).","short_description":"This spell functions like _mass inflict light wounds_:spells\/players-handbook-v35--6\/inflict-light-wo...","material_components":"0","name":"Inflict Moderate Wounds, Mass","level":"Cleric 6 \/ Death Master 6 \/ Dread Necromancer 6","full_text":"<div><p><h5>Inflict Moderate Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Death Master 6 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/inflict-light-wounds-mass--2746\/><em>mass inflict light wounds<\/em><\/a>, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).","short_description":"This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point pe...","material_components":"0","name":"Inflict Serious Wounds","level":"Cleric 3 \/ Blighter 3 \/ Death Master 3 \/ Dread Necromancer 3","full_text":"<div><p><h5>Inflict Serious Wounds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Blighter 3 \/ Death Master 3 \/ Dread Necromancer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _mass inflict light wounds_:spells\/players-handbook-v35--6\/inflict-light-wounds-mass--2746\/, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).","short_description":"This spell functions like _mass inflict light wounds_:spells\/players-handbook-v35--6\/inflict-light-wo...","material_components":"0","name":"Inflict Serious Wounds, Mass","level":"Cleric 7 \/ Death Master 7 \/ Dread Necromancer 7","full_text":"<div><p><h5>Inflict Serious Wounds, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Death Master 7 \/ Dread Necromancer 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/inflict-light-wounds-mass--2746\/><em>mass inflict light wounds<\/em><\/a>, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).<\/p><\/p>Reference: Player's Handbook v.3.5 244<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 hour\/level or until you return to your body","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless.\nThen you can attempt to take control of a nearby body, forcing its soul into the magic jar.\nYou may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body.\nThe spell ends when you send your soul back to your own body, leaving the receptacle empty.\nTo cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it.\nWhen you transfer your soul upon casting, your body is, as near as anyone can tell, dead.\nWhile in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence).\nYou do need line of effect from the jar to the creatures.\nYou cannot determine the exact creature types or positions of these creatures.\nIn a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy.\n(Undead creatures are powered by negative energy.\nOnly sentient undead creatures have, or are, souls).\nFor example, if two 10th-level characters are attacking a hill giant (12 HD) and four ogres (4 HD), you could determine that there are three stronger and four weaker life forces within the range, all powered by positive energy.\nYou could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.\nAttempting to possess a body is a fullround action.\nIt is blocked by protection from evil or a similar ward.\nYou possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save.\nFailure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.\nIf you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar.\nYou keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.\nThe body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities.\nFor example, a fish's body breathes water and a troll's body regenerates.\nA body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.\nYou can't choose to activate the body's extraordinary or supernatural abilities.\nThe creature's spells and spell-like abilities do not stay with the body.\nAs a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body.\nThe spell ends when you shift from the jar to your own body.\nIf the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead).\nIf the host body is slain beyond the range of the spell, both you and the host die.\nAny life force with nowhere to go is treated as slain.\nIf the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed).\nIf the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range).\nDestroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.\nFocus: A gem or crystal worth at least 100 gp.","short_description":"By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving...","material_components":"0","name":"Magic Jar","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Magic Jar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until you return to your body<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless.<br \/>Then you can attempt to take control of a nearby body, forcing its soul into the magic jar.<br \/>You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body.<br \/>The spell ends when you send your soul back to your own body, leaving the receptacle empty.<br \/>To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it.<br \/>When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.<br \/>While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence).<br \/>You do need line of effect from the jar to the creatures.<br \/>You cannot determine the exact creature types or positions of these creatures.<br \/>In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy.<br \/>(Undead creatures are powered by negative energy.<br \/>Only sentient undead creatures have, or are, souls).<br \/>For example, if two 10th-level characters are attacking a hill giant (12 HD) and four ogres (4 HD), you could determine that there are three stronger and four weaker life forces within the range, all powered by positive energy.<br \/>You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.<br \/>Attempting to possess a body is a fullround action.<br \/>It is blocked by protection from evil or a similar ward.<br \/>You possess the body and force the creature&#39;s soul into the magic jar unless the subject succeeds on a Will save.<br \/>Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.<br \/>If you are successful, your life force occupies the host body, and the host&#39;s life force is imprisoned in the magic jar.<br \/>You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.<br \/>The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities.<br \/>For example, a fish&#39;s body breathes water and a troll&#39;s body regenerates.<br \/>A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.<br \/>You can&#39;t choose to activate the body&#39;s extraordinary or supernatural abilities.<br \/>The creature&#39;s spells and spell-like abilities do not stay with the body.<br \/>As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body.<br \/>The spell ends when you shift from the jar to your own body.<br \/>If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead).<br \/>If the host body is slain beyond the range of the spell, both you and the host die.<br \/>Any life force with nowhere to go is treated as slain.<br \/>If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed).<br \/>If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range).<br \/>Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host&#39;s location.<br \/>Focus: A gem or crystal worth at least 100 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 250<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent; see text","saving_throw":"None","spell_resistance":"Yes","description":"When moral persuasion fails to win a criminal over to right conduct, you can use mark of justice to encourage the miscreant to walk the straight and narrow path.\nYou draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark.\nWhen activated, the mark curses the subject.\nTypically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please.\nThe effect of the mark is identical with the effect of bestow curse.\nSince this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.\nLike the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.\nRemove curse works only if its caster level is equal to or higher than your mark of justice caster level.\nThese restrictions apply regardless of whether the mark has activated.","short_description":"When moral persuasion fails to win a criminal over to right conduct, you can use mark of justice to e...","material_components":"0","name":"Mark of Justice","level":"Cleric 5 \/ Paladin 4 \/ Knight of the Weave 4","full_text":"<div><p><h5>Mark of Justice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Paladin 4 \/ Knight of the Weave 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When moral persuasion fails to win a criminal over to right conduct, you can use mark of justice to encourage the miscreant to walk the straight and narrow path.<br \/>You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark.<br \/>When activated, the mark curses the subject.<br \/>Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please.<br \/>The effect of the mark is identical with the effect of bestow curse.<br \/>Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.<br \/>Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.<br \/>Remove curse works only if its caster level is equal to or higher than your mark of justice caster level.<br \/>These restrictions apply regardless of whether the mark has activated.<\/p><\/p>Reference: Player's Handbook v.3.5 252<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1\/2 your caster level + your Wis modifier).","short_description":"Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison ...","material_components":"0","name":"Poison","level":"Cleric 4 \/ Druid 3 \/ Warmage 3 \/ Blighter 3 \/ Death Master 3 \/ Urban Druid 3 \/ Dread Necromancer 4","full_text":"<div><p><h5>Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 3 \/ Warmage 3 \/ Blighter 3 \/ Death Master 3 \/ Urban Druid 3 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1\/2 your caster level + your Wis modifier).<\/p><\/p>Reference: Player's Handbook v.3.5 262<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"A coruscating ray springs from your hand.\nYou must succeed on a ranged touch attack to strike a target.\nThe subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).\nThe subject's Strength score cannot drop below 1.","short_description":"A coruscating ray springs from your hand.","material_components":"0","name":"Ray of Enfeeblement","level":"Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Duskblade 1 \/ Blighter 1 \/ Thayan Slaver 1 \/ Sha'ir 1 \/ Death Master 1","full_text":"<div><p><h5>Ray of Enfeeblement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Dread Necromancer 1 \/ Duskblade 1 \/ Blighter 1 \/ Thayan Slaver 1 \/ Sha'ir 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A coruscating ray springs from your hand.<br \/>You must succeed on a ranged touch attack to strike a target.<br \/>The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).<br \/>The subject&#39;s Strength score cannot drop below 1.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 min.\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"A black ray projects from your pointing finger.\nYou must succeed on a ranged touch attack with the ray to strike a target.\nThe subject is immediately exhausted for the spell's duration.\nA successful Fortitude save means the creature is only fatigued.\nA character that is already fatigued instead becomes exhausted.\nThis spell has no effect on a creature that is already exhausted.\nUnlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.\nMaterial Component: A drop of sweat.","short_description":"A black ray projects from your pointing finger.","material_components":"0","name":"Ray of Exhaustion","level":"Sorcerer 3 \/ Wizard 3 \/ Duskblade 3 \/ Sha'ir 3 \/ Death Master 3 \/ Dread Necromancer 3","full_text":"<div><p><h5>Ray of Exhaustion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Duskblade 3 \/ Sha'ir 3 \/ Death Master 3 \/ Dread Necromancer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A black ray projects from your pointing finger.<br \/>You must succeed on a ranged touch attack with the ray to strike a target.<br \/>The subject is immediately exhausted for the spell&#39;s duration.<br \/>A successful Fortitude save means the creature is only fatigued.<br \/>A character that is already fatigued instead becomes exhausted.<br \/>This spell has no effect on a creature that is already exhausted.<br \/>Unlike normal exhaustion or fatigue, the effect ends as soon as the spell&#39;s duration expires.<br \/>Material Component: A drop of sweat.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature per three levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level or 1 round; see text for cause fear","saving_throw":"Will partial","spell_resistance":"Yes","description":"This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.\nMaterial Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.","short_description":"This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD ...","material_components":"0","name":"Scare","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Scare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or 1 round; see text for cause fear<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.<br \/>Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.<\/p><\/p>Reference: Player's Handbook v.3.5 274<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You can slay any one living creature.\nYou must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.\nIf it succeeds, it instead takes 3d6 points of damage +1 point per caster level.\n(Of course, the subject might die from damage even if it succeeds on its save).","short_description":"You can slay any one living creature.","material_components":"0","name":"Slay Living","level":"Cleric 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Slay Living<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can slay any one living creature.<br \/>You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.<br \/>If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.<br \/>(Of course, the subject might die from damage even if it succeeds on its save).<\/p><\/p>Reference: Player's Handbook v.3.5 280<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Corpse","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"No","description":"You draw the soul from a newly dead body and imprison it in a black sapphire gem.\nThe subject must have been dead no more than 1 round per caster level.\nThe soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish.\nOnly by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).\nFocus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound.\nIf the gem is not valuable enough, it shatters when the binding is attempted.\n(While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched.\nRemember that this value can change over time as creatures gain more Hit Dice).","short_description":"You draw the soul from a newly dead body and imprison it in a black sapphire gem.","material_components":"0","name":"Soul Bind","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"<div><p><h5>Soul Bind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You draw the soul from a newly dead body and imprison it in a black sapphire gem.<br \/>The subject must have been dead no more than 1 round per caster level.<br \/>The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish.<br \/>Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).<br \/>Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound.<br \/>If the gem is not valuable enough, it shatters when the binding is attempted.<br \/>(While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched.<br \/>Remember that this value can change over time as creatures gain more Hit Dice).<\/p><\/p>Reference: Player's Handbook v.3.5 281<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"10 minutes","range":"10 ft.","target":"One dead creature","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates; see text","spell_resistance":"No","description":"You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.\n\nIf the corpse has been subject to _speak with dead_ within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.\n\nThis spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can't even remember being questioned.\n\nThis spell does not affect a corpse that has been turned into an undead creature.","short_description":"You grant the semblance of life and intellect to a corpse, allowing it to answer several questions th...","material_components":"0","name":"Speak With Dead","level":"Cleric 3 \/ Hunter of the Dead 3 \/ Slayer of Domiel 3 \/ Death Delver 3 \/ Divine Bard 4 \/ Wu Jen 6 \/ Death Master 3 \/ Savant 3 \/ Urban Druid 3 \/ Dread Necromancer 3","full_text":"<div><p><h5>Speak With Dead<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Hunter of the Dead 3 \/ Slayer of Domiel 3 \/ Death Delver 3 \/ Divine Bard 4 \/ Wu Jen 6 \/ Death Master 3 \/ Savant 3 \/ Urban Druid 3 \/ Dread Necromancer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse&#39;s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature&#39;s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.<\/p>\n\n\t<p>If the corpse has been subject to <em>speak with dead<\/em> within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.<\/p>\n\n\t<p>This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can&#39;t even remember being questioned.<\/p>\n\n\t<p>This spell does not affect a corpse that has been turned into an undead creature.<\/p><\/p>Reference: Player's Handbook v.3.5 281<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One spectral hand","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.\nOn casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed.\n(The hit points can be healed as normal).\nFor as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand.\nThe spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack.\nThe hand always strikes from your direction.\nThe hand cannot flank targets like a creature can.\nAfter it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.\nThe hand is incorporeal and thus cannot be harmed by normal weapons.\nIt has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22.\nYour Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier.\nThe hand has 1 to 4 hit points, the same number that you lost in creating it.","short_description":"A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing yo...","material_components":"0","name":"Spectral Hand","level":"Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2","full_text":"<div><p><h5>Spectral Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Sha'ir 2 \/ Death Master 2 \/ Dread Necromancer 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One spectral hand<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.<br \/>On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed.<br \/>(The hit points can be healed as normal).<br \/>For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand.<br \/>The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack.<br \/>The hand always strikes from your direction.<br \/>The hand cannot flank targets like a creature can.<br \/>After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.<br \/>The hand is incorporeal and thus cannot be harmed by normal weapons.<br \/>It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22.<br \/>Your Intelligence modifier applies to the hand&#39;s AC as if it were the hand&#39;s Dexterity modifier.<br \/>The hand has 1 to 4 hit points, the same number that you lost in creating it.<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"0 ft.; see text","target":"","effect":"One symbol","area":"","duration":"See text","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell allows you to scribe a potent rune of power upon a surface.\nWhen triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150.\nThe symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect.\nOnce triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first.\nAny creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered.\nA creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.\nUntil it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet).\nTo be effective, a symbol of death must always be placed in plain sight and in a prominent location.\nCovering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.\nAs a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune.\nRegardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune).\nOnce the spell is cast, a symbol of death's triggering conditions cannot be changed.\nIn this case, reading the rune means any attempt to study it, identify it, or fathom its meaning.\nThrowing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch.\nYou can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature.\nLikewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.\nYou can also set special triggering limitations of your own.\nThese can be as simple or elaborate as you desire.\nSpecial conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities.\nIntangibles such as level, class, Hit Dice, and hit points don't qualify.\nFor example, a symbol of death can be set to activate when a lawful good creature approaches, but not when a paladin approaches.\nWhen scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect.\nAnyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune.\nIf the creature leaves the radius and returns later, it must use the password again.\nYou also can attune any number of creatures to the symbol of death, but doing this can extend the casting time.\nAttuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour.\nAttuning a large group (as many as twenty-five creatures) takes 24 hours.\nAttuning larger groups takes proportionately longer, as the DM sees fit.\nAny creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered.\nYou are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.\nRead magic allows you to identify a symbol of death with a DC 19 Spellcraft check.\nOf course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.\nA symbol of death can be removed by a successful dispel magic targeted solely on the rune.\nAn erase spell has no effect on a symbol of death.\nDestruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.\nSymbol of death can be made permanent with a permanency spell.\nA permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.\nNote:Magic traps such as symbol of death are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 33 for symbol of death.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.","short_description":"This spell allows you to scribe a potent rune of power upon a surface.","material_components":"0","name":"Symbol of Death","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8 \/ Dread Necromancer 8","full_text":"<div><p><h5>Symbol of Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Death Master 8 \/ Dread Necromancer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One symbol<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to scribe a potent rune of power upon a surface.<br \/>When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150.<br \/>The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect.<br \/>Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points&#39; worth of creatures, whichever comes first.<br \/>Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered.<br \/>A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.<br \/>Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet).<br \/>To be effective, a symbol of death must always be placed in plain sight and in a prominent location.<br \/>Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.<br \/>As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune.<br \/>Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can&#39;t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune).<br \/>Once the spell is cast, a symbol of death&#39;s triggering conditions cannot be changed.<br \/>In this case, &quot;reading&quot; the rune means any attempt to study it, identify it, or fathom its meaning.<br \/>Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch.<br \/>You can&#39;t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature.<br \/>Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.<br \/>You can also set special triggering limitations of your own.<br \/>These can be as simple or elaborate as you desire.<br \/>Special conditions for triggering a symbol of death can be based on a creature&#39;s name, identity, or alignment, but otherwise must be based on observable actions or qualities.<br \/>Intangibles such as level, class, Hit Dice, and hit points don&#39;t qualify.<br \/>For example, a symbol of death can be set to activate when a lawful good creature approaches, but not when a paladin approaches.<br \/>When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect.<br \/>Anyone using the password remains immune to that particular rune&#39;s effects so long as the creature remains within 60 feet of the rune.<br \/>If the creature leaves the radius and returns later, it must use the password again.<br \/>You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time.<br \/>Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour.<br \/>Attuning a large group (as many as twenty-five creatures) takes 24 hours.<br \/>Attuning larger groups takes proportionately longer, as the DM sees fit.<br \/>Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered.<br \/>You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.<br \/>Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check.<br \/>Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.<br \/>A symbol of death can be removed by a successful dispel magic targeted solely on the rune.<br \/>An erase spell has no effect on a symbol of death.<br \/>Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.<br \/>Symbol of death can be made permanent with a permanency spell.<br \/>A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.<br \/>Note:Magic traps such as symbol of death are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 33 for symbol of death.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.<\/p><\/p>Reference: Player's Handbook v.3.5 289<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.\nNote:Magic traps such as symbol of fear are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 31 for symbol of fear.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.","short_description":"This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of ...","material_components":"0","name":"Symbol of Fear","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 6 \/ Court Herald 6","full_text":"<div><p><h5>Symbol of Fear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.<br \/>Note:Magic traps such as symbol of fear are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 31 for symbol of fear.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 290<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.\nThese effects last for 1 hour after the creature moves farther than 60 feet from the symbol.\nUnlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.\nNote:Magic traps such as symbol of pain are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 30 for symbol of pain.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.","short_description":"This spell functions like symbol of death, except that each creature within the radius of a symbol of...","material_components":"0","name":"Symbol of Pain","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5 \/ Court Herald 5","full_text":"<div><p><h5>Symbol of Pain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.<br \/>These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.<br \/>Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.<br \/>Note:Magic traps such as symbol of pain are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 30 for symbol of pain.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 290<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.\nUnlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.\nNote:Magic traps such as symbol of weakness are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 32 for symbol of weakness.\nMaterial Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.","short_description":"This spell functions like symbol of death, except that every creature within 60 feet of a symbol of w...","material_components":"0","name":"Symbol of Weakness","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7","full_text":"<div><p><h5>Symbol of Weakness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.<br \/>Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.<br \/>Note:Magic traps such as symbol of weakness are hard to detect and disable.<br \/>A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it.<br \/>The DC in each case is 25 + spell level, or 32 for symbol of weakness.<br \/>Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 291<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You channel negative energy through your touch, fatiguing the target.\nYou must succeed on a touch attack to strike a target.\nThe subject is immediately fatigued for the spell's duration.\nThis spell has no effect on a creature that is already fatigued.\nUnlike with normal fatigue, the effect ends as soon as the spell's duration expires.\nMaterial Component: A drop of sweat.","short_description":"You channel negative energy through your touch, fatiguing the target.","material_components":"0","name":"Touch of Fatigue","level":"Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Duskblade 0 \/ Blighter 0 \/ Sha'ir 0 \/ Death Master 0","full_text":"<div><p><h5>Touch of Fatigue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Duskblade 0 \/ Blighter 0 \/ Sha'ir 0 \/ Death Master 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You channel negative energy through your touch, fatiguing the target.<br \/>You must succeed on a touch attack to strike a target.<br \/>The subject is immediately fatigued for the spell&#39;s duration.<br \/>This spell has no effect on a creature that is already fatigued.<br \/>Unlike with normal fatigue, the effect ends as soon as the spell&#39;s duration expires.<br \/>Material Component: A drop of sweat.<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"","range":"","target":"","effect":"","area":"Several undead creatures within a 40-ft.-radius burst","duration":"","saving_throw":"Will negates","spell_resistance":"","description":"This spell functions like circle of death, except that it destroys undead creatures as noted above.\nMaterial Component: The powder of a crushed diamond worth at least 500 gp.","short_description":"This spell functions like circle of death, except that it destroys undead creatures as noted above.","material_components":"0","name":"Undeath to Death","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Death Master 6 \/ Urban Druid 6 \/ Dread Necromancer 5","full_text":"<div><p><h5>Undeath to Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Death Master 6 \/ Urban Druid 6 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like circle of death, except that it destroys undead creatures as noted above.<br \/>Material Component: The powder of a crushed diamond worth at least 500 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 297<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous\/1 hour; see text","saving_throw":"None","spell_resistance":"Yes","description":"You must succeed on a melee touch attack.\nYour touch deals 1d6 points of damage per two caster levels (maximum 10d6).\nYou gain temporary hit points equal to the damage you deal.\nHowever, you can't gain more than the subject's current hit\npoints +10, which is enough to kill the subject.\nThe temporary hit points disappear 1 hour later.","short_description":"You must succeed on a melee touch attack.","material_components":"0","name":"Vampiric Touch","level":"Sorcerer 3 \/ Wizard 3 \/ Duskblade 3 \/ Blighter 3 \/ Telflammar Shadowlord 2 \/ Sha'ir 3 \/ Death Master 3 \/ Dread Necromancer 3","full_text":"<div><p><h5>Vampiric Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Duskblade 3 \/ Blighter 3 \/ Telflammar Shadowlord 2 \/ Sha'ir 3 \/ Death Master 3 \/ Dread Necromancer 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous\/1 hour; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You must succeed on a melee touch attack.<br \/>Your touch deals 1d6 points of damage per two caster levels (maximum 10d6).<br \/>You gain temporary hit points equal to the damage you deal.<br \/>However, you can&#39;t gain more than the subject&#39;s current hit<br \/>points +10, which is enough to kill the subject.<br \/>The temporary hit points disappear 1 hour later.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One living creature\/level within a 40-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You emit a terrible scream that kills creatures that hear it (except for yourself).\nCreatures closest to the point of origin are affected first.","short_description":"You emit a terrible scream that kills creatures that hear it (except for yourself).","material_components":"0","name":"Wail of the Banshee","level":"Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9 \/ Death Master 9 \/ Dread Necromancer 9","full_text":"<div><p><h5>Wail of the Banshee<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Warmage 9 \/ Sha'ir 9 \/ Death Master 9 \/ Dread Necromancer 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You emit a terrible scream that kills creatures that hear it (except for yourself).<br \/>Creatures closest to the point of origin are affected first.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"No","spell_resistance":"Yes","description":"Waves of negative energy cause all living creatures in the spell's area to become exhausted.\nThis spell has no effect on a creature that is already exhausted.","short_description":"Waves of negative energy cause all living creatures in the spell's area to become exhausted.","material_components":"0","name":"Waves of Exhaustion","level":"Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Blighter 8 \/ Sha'ir 7 \/ Death Master 7 \/ Dread Necromancer 6","full_text":"<div><p><h5>Waves of Exhaustion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Warmage 7 \/ Blighter 8 \/ Sha'ir 7 \/ Death Master 7 \/ Dread Necromancer 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Waves of negative energy cause all living creatures in the spell&#39;s area to become exhausted.<br \/>This spell has no effect on a creature that is already exhausted.<\/p><\/p>Reference: Player's Handbook v.3.5 301<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"No","spell_resistance":"Yes","description":"Waves of negative energy render all living creatures in the spell's area fatigued.\nThis spell has no effect on a creature that is already fatigued.","short_description":"Waves of negative energy render all living creatures in the spell's area fatigued.","material_components":"0","name":"Waves of Fatigue","level":"Sorcerer 5 \/ Wizard 5 \/ Duskblade 5 \/ Blighter 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5","full_text":"<div><p><h5>Waves of Fatigue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Duskblade 5 \/ Blighter 5 \/ Sha'ir 5 \/ Death Master 5 \/ Dread Necromancer 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Waves of negative energy render all living creatures in the spell&#39;s area fatigued.<br \/>This spell has no effect on a creature that is already fatigued.<\/p><\/p>Reference: Player's Handbook v.3.5 301<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature (Gargantuan or smaller) touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.\n\nA strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature can, at the DM's option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.\n\nShould the spell duration expire while the subject is still aloft, the magic fails slowly.  The subject floats downward 60 feet per round for 1d6 rounds.  If it reaches the ground in that amount of time, it lands safely.  If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.\n\nYou can cast air walk on a specially trained mount so it can be ridden through the air.  You can train a mount to move with the aid of air walk (counts as a trick; see page 74) with one week of work and a DC 25 Handle Animal check.","short_description":"The subject can tread on air as if walking on solid ground.","material_components":"0","name":"Air Walk","level":"Cleric 4 \/ Druid 4 \/ Runescarred Berserker 3 \/ Telflammar Shadowlord 2","full_text":"<div><p><h5>Air Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Runescarred Berserker 3 \/ Telflammar Shadowlord 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker&#39;s normal speed.<\/p>\n\n\t<p>A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature can, at the DM&#39;s option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.<\/p>\n\n\t<p>Should the spell duration expire while the subject is still aloft, the magic fails slowly.  The subject floats downward 60 feet per round for 1d6 rounds.  If it reaches the ground in that amount of time, it lands safely.  If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.<\/p>\n\n\t<p>You can cast air walk on a specially trained mount so it can be ridden through the air.  You can train a mount to move with the aid of air walk (counts as a trick; see page 74) with one week of work and a DC 25 Handle Animal check.<\/p><\/p>Reference: Player's Handbook v.3.5 196<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"_Align weapon_ makes a weapon good, evil, lawful, or chaotic, as you choose.  A weapon that is aligned can bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment.  This spell has no effect on a weapon that already has an alignment, such as a holy sword.\n\nYou can't cast this spell on a natural weapon, such as an unarmed strike.\n\nWhen you make a weapon good, evil, lawful, or chaotic, _align weapon_ is a good, evil, lawful, or chaotic spell, respectively.","short_description":"_Align weapon_ makes a weapon good, evil, lawful, or chaotic, as you choose.","material_components":"0","name":"Align Weapon","level":"Cleric 2 \/ Vassal of Bahamut 2 \/ Knight of the Chalice 2 \/ Death Master 2 \/ Savant 2","full_text":"<div><p><h5>Align Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Vassal of Bahamut 2 \/ Knight of the Chalice 2 \/ Death Master 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p><em>Align weapon<\/em> makes a weapon good, evil, lawful, or chaotic, as you choose.  A weapon that is aligned can bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment.  This spell has no effect on a weapon that already has an alignment, such as a holy sword.<\/p>\n\n\t<p>You can&#39;t cast this spell on a natural weapon, such as an unarmed strike.<\/p>\n\n\t<p>When you make a weapon good, evil, lawful, or chaotic, <em>align weapon<\/em> is a good, evil, lawful, or chaotic spell, respectively.<\/p><\/p>Reference: Player's Handbook v.3.5 197<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"You assume the form of a creature of the same type as your normal form (such as humanoid or magical beast).  The new form must be within one size category of your normal size.  The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level.  You can change into a member of your own kind or even into yourself.  You retain your own ability scores.  Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same.\n\nYou retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).  You keep all extraordinary special attacks and qualities derived from class levels (such as a barbarian's rage ability), but you lose any from your normal form that are not derived from class levels (such as a dragon's frightful presence ability).\n\nIf the new form is capable of speech, you can communicate normally.  You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.\n\nYou acquire the physical qualities of the new form while retaining your own mind.  Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth).  A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.\n\nYou do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.\n\nYou do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form.  Your creature type and subtype (if any) remain the same regardless of your new form.  You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.\n\nYou can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind.  The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind.  You are effectively disguised as an average member of the new form's race.  If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.\n\nWhen the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional.  When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional.  Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way.  Any part of the body or piece of equipment that is separated from the whole reverts to its true form.","short_description":"You assume the form of a creature of the same type as your normal form (such as humanoid or magical b...","material_components":"0","name":"Alter Self","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Slayer of Domiel 2 \/ Vigilante 2 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Savant 2 \/ Assassin 2","full_text":"<div><p><h5>Alter Self<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Slayer of Domiel 2 \/ Vigilante 2 \/ Thayan Slaver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Savant 2 \/ Assassin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You assume the form of a creature of the same type as your normal form (such as humanoid or magical beast).  The new form must be within one size category of your normal size.  The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level.  You can change into a member of your own kind or even into yourself.  You retain your own ability scores.  Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same.<\/p>\n\n\t<p>You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).  You keep all extraordinary special attacks and qualities derived from class levels (such as a barbarian&#39;s rage ability), but you lose any from your normal form that are not derived from class levels (such as a dragon&#39;s frightful presence ability).<\/p>\n\n\t<p>If the new form is capable of speech, you can communicate normally.  You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.<\/p>\n\n\t<p>You acquire the physical qualities of the new form while retaining your own mind.  Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth).  A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.<\/p>\n\n\t<p>You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.<\/p>\n\n\t<p>You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form.  Your creature type and subtype (if any) remain the same regardless of your new form.  You cannot take the form of any creature with a template, even if that template doesn&#39;t change the creature type or subtype.<\/p>\n\n\t<p>You can freely designate the new form&#39;s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind.  The new form&#39;s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form&#39;s kind.  You are effectively disguised as an average member of the new form&#39;s race.  If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.<\/p>\n\n\t<p>When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional.  When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional.  Any new items you wore in the assumed form and can&#39;t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way.  Any part of the body or piece of equipment that is separated from the whole reverts to its true form.<\/p><\/p>Reference: Player's Handbook v.3.5 197<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A number of animals grow to twice their normal size and eight times their normal weight.  This alteration changes each animal's size category to the next largest (from Large to Huge, for example), grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage, as detailed on Table 2-2 in the _Dungeon Master's Guide_.  The animal's space and reach change as indicated on Table 8-4: Creature Size and Scale (page 149), but its speed does not change.\n\nThe spell also grants each subject damage reduction 10\/magic and a +4 resistance bonus on saving throws.\n\n*Special: When casting _animal growth_ as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.*\n\nIf insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.  If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\n\nAll equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.  Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.\n\nThe spell gives no means of command or influence over the enlarged animals.\n\nMultiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of an animal that's still under the effect of the first casting.","short_description":"A number of animals grow to twice their normal size and eight times their normal weight.","material_components":"0","name":"Animal Growth","level":"Druid 5 \/ Ranger 4 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5","full_text":"<div><p><h5>Animal Growth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Ranger 4 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A number of animals grow to twice their normal size and eight times their normal weight.  This alteration changes each animal&#39;s size category to the next largest (from Large to Huge, for example), grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature&#39;s existing natural armor bonus increases by 2. The size change also affects the animal&#39;s modifier to AC and attack rolls and its base damage, as detailed on Table 2-2 in the <em>Dungeon Master&#39;s Guide<\/em>.  The animal&#39;s space and reach change as indicated on Table 8-4: Creature Size and Scale (page 149), but its speed does not change.<\/p>\n\n\t<p>The spell also grants each subject damage reduction 10\/magic and a +4 resistance bonus on saving throws.<\/p>\n\n\t<p><strong>Special: When casting <em>animal growth<\/em> as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.<\/strong><\/p>\n\n\t<p>If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.  If it fails, it is constrained without harm by the materials enclosing it&#8212;the spell cannot be used to crush a creature by increasing its size.<\/p>\n\n\t<p>All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.  Any enlarged item that leaves the enlarged creature&#39;s possession instantly returns to its normal size.<\/p>\n\n\t<p>The spell gives no means of command or influence over the enlarged animals.<\/p>\n\n\t<p>Multiple magical effects that increase size do not stack, which means (among other things) that you can&#39;t use a second casting of this spell to further increase the size of an animal that&#39;s still under the effect of the first casting.<\/p><\/p>Reference: Player's Handbook v.3.5 198<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one willing creature per level, all within 30 ft. of each other","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"As polymorph:\/spells\/players-handbook-v35--6\/polymorph--2854\/, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures.  All creatures must take the same kind of animal form; for example, you can't turn one subject into a hawk and another into a dire wolf.  Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients.  In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.  The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.\n\n*Special: When casting _animal shapes_ as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.*","short_description":"As polymorph:\/spells\/players-handbook-v35--6\/polymorph--2854\/, except you polymorph up to one willing...","material_components":"0","name":"Animal Shapes","level":"Druid 8","full_text":"<div><p><h5>Animal Shapes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'>b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>As <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/>polymorph<\/a>, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures.  All creatures must take the same kind of animal form; for example, you can&#39;t turn one subject into a hawk and another into a dire wolf.  Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients.  In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.  The maximum HD of an assumed form is equal to the subject&#39;s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.<\/p>\n\n\t<p><strong>Special: When casting <em>animal shapes<\/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":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One Small object per caster level; see text","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You imbue inanimate objects with mobility and a semblance of life.  Each such animated object then immediately attacks whomever or whatever you initially designate.\n\nAn animated object can be of any nonmagical material--wood, metal, stone, fabric, leather, ceramic, glass, or the like.  You may animate one Small or smaller object (such as a chair) or an equivalent number of larger objects per caster level. A Medium object (such as a coat rack) counts as two Small or smaller objects, a Large object (such as a table) as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.  You can change the designated target or targets as a move action, as if directing an active spell.\n\nThe _Monster Manual_ has game statistics for animated objects.\n\nThis spell cannot animate objects carried or worn by a creature.\n\nAnimate objects can be made permanent with a permanency:spells\/players-handbook-v35--6\/permanency--2900\/ spell.","short_description":"You imbue inanimate objects with mobility and a semblance of life.","material_components":"0","name":"Animate Objects","level":"Bard 6 \/ Cleric 6 \/ Urban Druid 5 \/ Jester 6","full_text":"<div><p><h5>Animate Objects<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Urban Druid 5 \/ Jester 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue inanimate objects with mobility and a semblance of life.  Each such animated object then immediately attacks whomever or whatever you initially designate.<\/p>\n\n\t<p>An animated object can be of any nonmagical material&#8212;wood, metal, stone, fabric, leather, ceramic, glass, or the like.  You may animate one Small or smaller object (such as a chair) or an equivalent number of larger objects per caster level. A Medium object (such as a coat rack) counts as two Small or smaller objects, a Large object (such as a table) as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.  You can change the designated target or targets as a move action, as if directing an active spell.<\/p>\n\n\t<p>The <em>Monster Manual<\/em> has game statistics for animated objects.<\/p>\n\n\t<p>This spell cannot animate objects carried or worn by a creature.<\/p>\n\n\t<p>Animate objects can be made permanent with a <a href=\/spells\/players-handbook-v35--6\/permanency--2900\/>permanency<\/a> spell.<\/p><\/p>Reference: Player's Handbook v.3.5 199<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One Large plant per three caster levels or all plants within range; see text","effect":"","area":"","duration":"1 round\/level or 1 hour\/level; see text","saving_throw":"None","spell_resistance":"No","description":"You imbue inanimate plants with mobility and a semblance of life.  Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per three caster levels.  A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight.  You can change the designated target or targets as a move action, as if directing an active spell. \n\nUse the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don't have hardness unless the DM rules otherwise for a given case.\n\n_Animate plants_ cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope).\n\n_Entangle:_ Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area.  This usage of the spell duplicates the effect of an entangle:\/spells\/players-handbook-v35--6\/entangle--2807\/ spell.  Spell resistance does not keep creatures from being entangled.  This effect lasts 1 hour per caster level.","short_description":"You imbue inanimate plants with mobility and a semblance of life.","material_components":"0","name":"Animate Plants","level":"Druid 7","full_text":"<div><p><h5>Animate Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or 1 hour\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You imbue inanimate plants with mobility and a semblance of life.  Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per three caster levels.  A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight.  You can change the designated target or targets as a move action, as if directing an active spell. <\/p>\n\n\t<p>Use the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don&#39;t have hardness unless the DM rules otherwise for a given case.<\/p>\n\n\t<p><em>Animate plants<\/em> cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope).<\/p>\n\n\t<p><em>Entangle:<\/em> Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area.  This usage of the spell duplicates the effect of an <a href=\/spells\/players-handbook-v35--6\/entangle--2807\/>entangle<\/a> spell.  Spell resistance does not keep creatures from being entangled.  This effect lasts 1 hour per caster level.<\/p><\/p>Reference: Player's Handbook v.3.5 199<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One ropelike object, length up to 50 ft. + 5 ft.\/level; see text","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.\n\nThe possible commands are coil (form a neat, coiled stack), coil and knot, loop, loop and knot, tie and knot, and the opposites of all of the above (uncoil, and so forth). You can give one command each round as a move action, as if directing an active spell.\n\nThe rope can enwrap only a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inchdiameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.\n\nThe rope itself and any knots tied in it are not magical.\n\nThis spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.\n\nThe spell cannot animate objects carried or worn by a creature.","short_description":"You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable....","material_components":"0","name":"Animate Rope","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1 \/ Urban Druid 1","full_text":"<div><p><h5>Animate Rope<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Jester 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope&#39;s diameter by half.<\/p>\n\n\t<p>The possible commands are &quot;coil&quot; (form a neat, coiled stack), &quot;coil and knot&quot;, &quot;loop&quot;, &quot;loop and knot&quot;, &quot;tie and knot&quot;, and the opposites of all of the above (&quot;uncoil&quot;, and so forth). You can give one command each round as a move action, as if directing an active spell.<\/p>\n\n\t<p>The rope can enwrap only a creature or an object within 1 foot of it&#8212;it does not snake outward&#8212;so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inchdiameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.<\/p>\n\n\t<p>The rope itself and any knots tied in it are not magical.<\/p>\n\n\t<p>This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.<\/p>\n\n\t<p>The spell cannot animate objects carried or worn by a creature.<\/p><\/p>Reference: Player's Handbook v.3.5 199<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, XP","casting_time":"24 hours","range":"Touch","target":"Animal or tree touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You awaken a tree or animal to humanlike sentience.\nTo succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened).\nThe awakened animal or tree is friendly toward you.\nYou have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.\nAn awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6.\nAn awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.\nAn awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.\nIts type becomes magical beast (augmented animal).\nAn awakened animal can't serve as an animal companion, familiar, or special mount.\nAn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\nXP Cost: 250 XP.","short_description":"You awaken a tree or animal to humanlike sentience.","material_components":"0","name":"Awaken","level":"Druid 5","full_text":"<div><p><h5>Awaken<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You awaken a tree or animal to humanlike sentience.<br \/>To succeed, you must make a Will save (DC 10 + the animal&#39;s current HD, or the HD the tree will have once awakened).<br \/>The awakened animal or tree is friendly toward you.<br \/>You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.<br \/>An awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6.<br \/>An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human&#39;s.<br \/>An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.<br \/>Its type becomes magical beast (augmented animal).<br \/>An awakened animal can&#39;t serve as an animal companion, familiar, or special mount.<br \/>An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).<br \/>XP Cost: 250 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 202<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates, Will partial; see text","spell_resistance":"Yes","description":"You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:\n\n\u2022 The target retains its own alignment (and personality, within the limits of the new form's ability scores).\n\u2022 If the target has the shapechanger subtype, it retains that subtype.\n\u2022 The target retains its own hit points.\n\u2022 The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.\n\u2022 The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).\n\nWith those exceptions, the target's normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.\n\nAll items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.\n\nIf the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.\n\nIf the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form,  and its Hit Dice and hit points change to match an average creature of its new form. These abilities and  statistics return to normal if the effect is later ended.\n\nIncorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell's effect).","short_description":"You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, mo...","material_components":"0","name":"Baleful Polymorph","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Adept 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5","full_text":"<div><p><h5>Baleful Polymorph<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Adept 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Death Master 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates, Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:<\/p>\n\n\t<ul>\n\t\t<li>The target retains its own alignment (and personality, within the limits of the new form&#39;s ability scores).<\/li>\n\t\t<li>If the target has the shapechanger subtype, it retains that subtype.<\/li>\n\t\t<li>The target retains its own hit points.<\/li>\n\t\t<li>The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form&#39;s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.<\/li>\n\t\t<li>The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).<\/li>\n\t<\/ul>\n\n\t<p>With those exceptions, the target&#39;s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.<\/p>\n\n\t<p>All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.<\/p>\n\n\t<p>If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.<\/p>\n\n\t<p>If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form,  and its Hit Dice and hit points change to match an average creature of its new form. These abilities and  statistics return to normal if the effect is later ended.<\/p>\n\n\t<p>Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell&#39;s effect).<\/p><\/p>Reference: Player's Handbook v.3.5 202<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.\n\nThe enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.","short_description":"Barkskin toughens a creature's skin.","material_components":"0","name":"Barkskin","level":"Druid 2 \/ Ranger 2 \/ Nentyar Hunter 1 \/ Urban Druid 2","full_text":"<div><p><h5>Barkskin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2 \/ Nentyar Hunter 1 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Barkskin toughens a creature&#39;s skin. The effect grants a +2 enhancement bonus to the creature&#39;s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.<\/p>\n\n\t<p>The enhancement bonus provided by barkskin stacks with the target&#39;s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. \n\nHit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are (see page 146).","short_description":"The affected creature gains greater vitality and stamina.","material_components":"0","name":"Bear's Endurance","level":"Cleric 2 \/ Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Runescarred Berserker 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Knight of the Chalice 2 \/ Fatemaker 2 \/ Duskblade 2 \/ Death Delver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Urban Druid 2","full_text":"<div><p><h5>Bear's Endurance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Runescarred Berserker 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Knight of the Chalice 2 \/ Fatemaker 2 \/ Duskblade 2 \/ Death Delver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. <\/p>\n\n\t<p>Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject&#39;s Constitution drops back to normal. They are not lost first as temporary hit points are (see page 146).<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Mass bear's endurance works like _bear's endurance_:spells\/players-handbook-v35--6\/bears-endurance--2783\/, except that it affects multiple creatures.","short_description":"Mass bear's endurance works like _bear's endurance_:spells\/players-handbook-v35--6\/bears-endurance--2...","material_components":"0","name":"Bear's Endurance, Mass","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Bear's Endurance, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>Mass bear&#39;s endurance works like <a href=\/spells\/players-handbook-v35--6\/bears-endurance--2783\/><em>bear&#39;s endurance<\/em><\/a>, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 203<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Flask of water touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (page 128).\n\nMaterial Component: 5 pounds of powdered silver (worth 25 gp).","short_description":"This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water ...","material_components":"0","name":"Bless Water","level":"Cleric 1 \/ Paladin 1 \/ Healer 1 \/ Knight of the Chalice 1","full_text":"<div><p><h5>Bless Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Healer 1 \/ Knight of the Chalice 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (page 128).<\/p>\n\n\t<p>Material Component: 5 pounds of powdered silver (worth 25 gp).<\/p><\/p>Reference: Player's Handbook v.3.5 205<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1  enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. (This effect overrides and suppresses any other alignment the weapon might have). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.\n\nIn addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical   hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.","short_description":"This transmutation makes a weapon strike true against evil foes.","material_components":"0","name":"Bless Weapon","level":"Paladin 1 \/ Slayer of Domiel 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Knight of the Chalice 1","full_text":"<div><p><h5>Bless Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1 \/ Slayer of Domiel 1 \/ Vassal of Bahamut 1 \/ Knight of the Weave 1 \/ Knight of the Chalice 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1  enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn&#39;t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. (This effect overrides and suppresses any other alignment the weapon might have). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don&#39;t confer the benefit to the projectiles they shoot.<\/p>\n\n\t<p>In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical   hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.<\/p><\/p>Reference: Player's Handbook v.3.5 205<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Like a blink dog (see the Monster Manual), you blink back and forth between the Material Plane and the Ethereal Plane.\nYou look as though you're winking in and out of reality very quickly and at random.\nBlinking has several effects, as follows.\nPhysical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible.\nIf the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).\nIf the attacker can see invisible creatures, the miss chance is also only 20%.\n(For an attacker who can both see and strike ethereal creatures, there is no miss chance).\nLikewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.\nAny individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures.\nYour own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.\nWhile blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).\nYou strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.\nYou take only half damage from falling, since you fall only while you are material.\nWhile blinking, you can step through (but not see through) solid objects.\nFor each 5 feet of solid material you walk through, there is a 50% chance that you become material.\nIf this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.\nYou can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material).\nSince you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.\nYou interact with ethereal creatures roughly the same way you interact with material ones.\nFor instance, your spells against ethereal creatures are 20% likely to activate just as you go material and be lost.\nAn ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down.\nAs an incorporeal creature, you can move through solid objects, including living creatures.\nAn ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial.\nSight and hearing on the Material Plane are limited to 60 feet.\nForce effects (such as magic missile and wall of force) and abjurations affect you normally.\nTheir effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.\nAn ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.\nCertain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as the basilisk and its gaze attack.\nTreat other ethereal creatures and objects as material.","short_description":"Like a blink dog (see the Monster Manual), you blink back and forth between the Material Plane and th...","material_components":"0","name":"Blink","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Sha'ir 3","full_text":"<div><p><h5>Blink<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Like a blink dog (see the Monster Manual), you &quot;blink&quot; back and forth between the Material Plane and the Ethereal Plane.<br \/>You look as though you&#39;re winking in and out of reality very quickly and at random.<br \/>Blinking has several effects, as follows.<br \/>Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn&#39;t help opponents, since you&#39;re ethereal and not merely invisible.<br \/>If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).<br \/>If the attacker can see invisible creatures, the miss chance is also only 20%.<br \/>(For an attacker who can both see and strike ethereal creatures, there is no miss chance).<br \/>Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.<br \/>Any individually targeted spell has a 50% chance to fail against you while you&#39;re blinking unless your attacker can target invisible, ethereal creatures.<br \/>Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.<br \/>While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).<br \/>You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.<br \/>You take only half damage from falling, since you fall only while you are material.<br \/>While blinking, you can step through (but not see through) solid objects.<br \/>For each 5 feet of solid material you walk through, there is a 50% chance that you become material.<br \/>If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.<br \/>You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material).<br \/>Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.<br \/>You interact with ethereal creatures roughly the same way you interact with material ones.<br \/>For instance, your spells against ethereal creatures are 20% likely to activate just as you go material and be lost.<br \/>An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down.<br \/>As an incorporeal creature, you can move through solid objects, including living creatures.<br \/>An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial.<br \/>Sight and hearing on the Material Plane are limited to 60 feet.<br \/>Force effects (such as magic missile and wall of force) and abjurations affect you normally.<br \/>Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.<br \/>An ethereal creature can&#39;t attack material creatures, and spells you cast while ethereal affect only other ethereal things.<br \/>Certain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as the basilisk and its gaze attack.<br \/>Treat other ethereal creatures and objects as material.<\/p><\/p>Reference: Player's Handbook v.3.5 206<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.\n\n_Arcane Material Component:_ A few hairs, or a pinch of dung, from a bull.","short_description":"The subject becomes stronger.","material_components":"0","name":"Bull's Strength","level":"Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Disciple of Thrym 2 \/ Runescarred Berserker 2 \/ Hunter of the Dead 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Knight of the Chalice 2 \/ Fatemaker 2 \/ Duskblade 2 \/ Death Delver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Urban Druid 2","full_text":"<div><p><h5>Bull's Strength<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Disciple of Thrym 2 \/ Runescarred Berserker 2 \/ Hunter of the Dead 2 \/ Vassal of Bahamut 2 \/ Knight of the Weave 2 \/ Knight of the Chalice 2 \/ Fatemaker 2 \/ Duskblade 2 \/ Death Delver 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> A few hairs, or a pinch of dung, from a bull.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like bull's strength, except that it affects multiple creatures.","short_description":"This spell functions like bull's strength, except that it affects multiple creatures.","material_components":"0","name":"Bull's Strength, Mass","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Bull's Strength, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like bull&#39;s strength, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 207<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The transmuted creature becomes more graceful, agile, and coordinated.\nThe spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.\nMaterial Component: A pinch of cat fur.","short_description":"The transmuted creature becomes more graceful, agile, and coordinated.","material_components":"0","name":"Cat's Grace","level":"Bard 2 \/ Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Hoardstealer 2 \/ Trapsmith 1 \/ Ebonmar Infiltrator 2 \/ Knight of the Weave 2 \/ Fatemaker 2 \/ Vigilante 2 \/ Duskblade 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Urban Druid 2 \/ Assassin 2","full_text":"<div><p><h5>Cat's Grace<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Adept 2 \/ Hoardstealer 2 \/ Trapsmith 1 \/ Ebonmar Infiltrator 2 \/ Knight of the Weave 2 \/ Fatemaker 2 \/ Vigilante 2 \/ Duskblade 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Urban Druid 2 \/ Assassin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creature becomes more graceful, agile, and coordinated.<br \/>The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.<br \/>Material Component: A pinch of cat fur.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like cat's grace, except that it affects multiple creatures.","short_description":"This spell functions like cat's grace, except that it affects multiple creatures.","material_components":"0","name":"Cat's Grace, Mass","level":"Bard 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Cat's Grace, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like cat&#39;s grace, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Touch","target":"Your touched staff","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall.\nWhen you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant (see the Monster Manual).\nThe staff-treant defends you and obeys any spoken commands.\nHowever, it is by no means a true treant; it cannot converse with actual treants or control trees.\nIf the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.\nOtherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell.\nThe staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.\nFocus: The quarterstaff, which must be specially prepared.\nThe staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).\nYou cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.","short_description":"You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall.","material_components":"0","name":"Changestaff","level":"Druid 7","full_text":"<div><p><h5>Changestaff<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall.<br \/>When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant (see the Monster Manual).<br \/>The staff-treant defends you and obeys any spoken commands.<br \/>However, it is by no means a true treant; it cannot converse with actual treants or control trees.<br \/>If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.<br \/>Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell.<br \/>The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.<br \/>Focus: The quarterstaff, which must be specially prepared.<br \/>The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).<br \/>You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.<\/p><\/p>Reference: Player's Handbook v.3.5 208<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal\/level, none of which can be more than 30 ft. away from any of the rest","effect":"","area":"","duration":"7 rounds","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Chill metal makes metal extremely cold.\nUnattended, nonmagical metal gets no saving throw.\nMagical metal is allowed a saving throw against the spell (Magic item's saving throws are covered in the Dungeon Master's Guide).\nAn item in a creature's possession uses the creature's saving throw bonus unless its own is higher.\nA creature takes cold damage if its equipment is chilled.\nIt takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.\nThe creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.\nOn the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage.\nThe same effect also occurs on the last round of the spell's duration.\nDuring the second (and also the next-to-last) round, icy coldness causes pain and damage.\nIn the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.\nAny heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.\nFor example, if the damage roll from a chill metal spell indicates 5 points of cold damage and the subject plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no cold damage and only 3 points of fire damage.\nUnderwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.\nChill metal counters and dispels heat metal.","short_description":"Chill metal makes metal extremely cold.","material_components":"0","name":"Chill Metal","level":"Druid 2 \/ Disciple of Thrym 2 \/ Blighter 2 \/ Death Master 2 \/ Urban Druid 2","full_text":"<div><p><h5>Chill Metal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Disciple of Thrym 2 \/ Blighter 2 \/ Death Master 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>7 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Chill metal makes metal extremely cold.<br \/>Unattended, nonmagical metal gets no saving throw.<br \/>Magical metal is allowed a saving throw against the spell (Magic item&#39;s saving throws are covered in the Dungeon Master&#39;s Guide).<br \/>An item in a creature&#39;s possession uses the creature&#39;s saving throw bonus unless its own is higher.<br \/>A creature takes cold damage if its equipment is chilled.<br \/>It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.<br \/>The creature takes minimum damage (1 point or 2 points; see the table) if it&#39;s not wearing metal armor and the metal that it&#39;s carrying weighs less than one-fifth of its weight.<br \/>On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage.<br \/>The same effect also occurs on the last round of the spell&#39;s duration.<br \/>During the second (and also the next-to-last) round, icy coldness causes pain and damage.<br \/>In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.<br \/>Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.<br \/>For example, if the damage roll from a chill metal spell indicates 5 points of cold damage and the subject plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no cold damage and only 3 points of fire damage.<br \/>Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.<br \/>Chill metal counters and dispels heat metal.<\/p><\/p>Reference: Player's Handbook v.3.5 209<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to 2 HD\/level of plant 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 allows you some degree of control over one or more plant creatures.\nAffected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly).\nThey will not attack you while the spell lasts.\nYou can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do.\n(Retries are not allowed).\nA commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person).\nYou can affect a number of plant creatures whose combined level or HD do not exceed twice your level.","short_description":"This spell allows you some degree of control over one or more plant creatures.","material_components":"0","name":"Command Plants","level":"Druid 4 \/ Ranger 3 \/ Wu Jen 4","full_text":"<div><p><h5>Command Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 3 \/ Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you some degree of control over one or more plant creatures.<br \/>Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly).<br \/>They will not attack you while the spell lasts.<br \/>You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn&#39;t ordinarily do.<br \/>(Retries are not allowed).<br \/>A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person).<br \/>You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.<\/p><\/p>Reference: Player's Handbook v.3.5 211<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to 2 HD\/level of plant creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates","spell_resistance":"No","description":"This spell enables you to control the actions of one or more plant creatures for a short period of time.\nYou command the creatures by voice and they understand you, no matter what language you speak.\nEven if vocal communication is impossible (in the area of a silence spell, for instance), the controlled plants do not attack you.\nAt the end of the spell, the subjects revert to their normal behavior.\nSuicidal or self-destructive commands are simply ignored.","short_description":"This spell enables you to control the actions of one or more plant creatures for a short period of ti...","material_components":"0","name":"Control Plants","level":"Druid 8 \/ Wu Jen 8","full_text":"<div><p><h5>Control Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell enables you to control the actions of one or more plant creatures for a short period of time.<br \/>You command the creatures by voice and they understand you, no matter what language you speak.<br \/>Even if vocal communication is impossible (in the area of a silence spell, for instance), the controlled plants do not attack you.<br \/>At the end of the spell, the subjects revert to their normal behavior.<br \/>Suicidal or self-destructive commands are simply ignored.<\/p><\/p>Reference: Player's Handbook v.3.5 213<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Water in a volume of 10 ft.\/level by 10 ft.\/level by 2 ft.\/level (S)","duration":"10 min.\/level (D)","saving_throw":"None; see text","spell_resistance":"No","description":"Depending on the version you choose, the control water spell raises or lowers water.\nLower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch).\nThe water is lowered within a squarish depression whose sides are up to caster level x 10 feet long.\nIn extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.\nWhen cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates).\nThe spell has no effect on other creatures.\nRaise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower.\nBoats raised in this way slide down the sides of the hump that the spell creates.\nIf the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.\nWith either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.\nArcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).","short_description":"Depending on the version you choose, the control water spell raises or lowers water.","material_components":"0","name":"Control Water","level":"Cleric 4 \/ Druid 4 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6","full_text":"<div><p><h5>Control Water<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Depending on the version you choose, the control water spell raises or lowers water.<br \/>Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch).<br \/>The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long.<br \/>In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.<br \/>When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates).<br \/>The spell has no effect on other creatures.<br \/>Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower.<br \/>Boats raised in this way slide down the sides of the hump that the spell creates.<br \/>If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.<br \/>With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.<br \/>Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).<\/p><\/p>Reference: Player's Handbook v.3.5 214<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes; see text","range":"2 miles","target":"","effect":"","area":"2-mile-radius circle, centered on you; see text","duration":"4d12 hours; see text","saving_throw":"None","spell_resistance":"No","description":"You change the weather in the local area.\nIt takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest.\nThe current, natural weather conditions are determined by the DM.\nYou can call forth weather appropriate to the climate and season of the area you are in.\nYou control the general tendencies of the weather, such as the direction and intensity of the wind.\nYou cannot control specific applications of the weather--\nwhere lightning strikes, for example, or the exact path of a tornado.\nWhen you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly).\nThe weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).\nContradictory conditions are not possible simultaneously--fog and strong wind, for example.\nControl weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.\nA druid casting this spell doubles the duration and affects a circle with a 3-mile radius.","short_description":"You change the weather in the local area.","material_components":"0","name":"Control Weather","level":"Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7 \/ Blighter 7 \/ Wu Jen 6 \/ Sha'ir 7 \/ Urban Druid 7","full_text":"<div><p><h5>Control Weather<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7 \/ Blighter 7 \/ Wu Jen 6 \/ Sha'ir 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>2 miles<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>4d12 hours; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You change the weather in the local area.<br \/>It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest.<br \/>The current, natural weather conditions are determined by the DM.<br \/>You can call forth weather appropriate to the climate and season of the area you are in.<br \/>You control the general tendencies of the weather, such as the direction and intensity of the wind.<br \/>You cannot control specific applications of the weather&#8212;<br \/>where lightning strikes, for example, or the exact path of a tornado.<br \/>When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly).<br \/>The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).<br \/>Contradictory conditions are not possible simultaneously&#8212;fog and strong wind, for example.<br \/>Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.<br \/>A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.<\/p><\/p>Reference: Player's Handbook v.3.5 214<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"40 ft.\/level","target":"","effect":"","area":"40 ft.\/level radius cylinder 40 ft. high","duration":"10 min.\/level","saving_throw":"Fortitude negates","spell_resistance":"No","description":"You alter wind force in the area surrounding you.\nYou can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength.\nThe new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration.\nYou may create an eye of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away).\nWind Direction: You may choose one of four basic wind patterns to function over the spell's area.\n* A downdraft blows from the center outward in equal strength in all directions.\n* An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.\n* A rotation causes the winds to circle the center in clockwise or counter-clockwise fashion.\n* A blast simply causes the winds to blow in one direction across the entire area from one side to the other.\nWind Strength: For every three caster levels, you can increase or decrease wind strength by one level.\n(The categories of wind strength are briefly described below, with more detail to be found in the Dungeon Master's Guide).\nEach round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.\nStrong winds (21+ mph) make sailing difficult.\nA severe wind (31+ mph) causes minor ship and building damage.\nA windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.\nHurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.\nA tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.","short_description":"You alter wind force in the area surrounding you.","material_components":"0","name":"Control Winds","level":"Druid 5 \/ Nentyar Hunter 4 \/ Urban Druid 5","full_text":"<div><p><h5>Control Winds<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Nentyar Hunter 4 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You alter wind force in the area surrounding you.<br \/>You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength.<br \/>The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration.<br \/>You may create an &quot;eye&quot; of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away).<br \/>Wind Direction: You may choose one of four basic wind patterns to function over the spell&#39;s area.\n\t<ul>\n\t\t<li>A downdraft blows from the center outward in equal strength in all directions.<\/li>\n\t\t<li>An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.<\/li>\n\t\t<li>A rotation causes the winds to circle the center in clockwise or counter-clockwise fashion.<\/li>\n\t\t<li>A blast simply causes the winds to blow in one direction across the entire area from one side to the other.<\/li>\n\t<\/ul><br \/>Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level.<br \/>(The categories of wind strength are briefly described below, with more detail to be found in the Dungeon Master&#39;s Guide).<br \/>Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.<br \/>Strong winds (21+ mph) make sailing difficult.<br \/>A severe wind (31+ mph) causes minor ship and building damage.<br \/>A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.<br \/>Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.<br \/>A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.<\/p><\/p>Reference: Player's Handbook v.3.5 214<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.\n\nDarkvision can be made permanent with a permanency spell.\n\nMaterial Component: Either a pinch of dried carrot or an agate.","short_description":"The subject gains the ability to see 60 feet even in total darkness.","material_components":"0","name":"Darkvision","level":"Ranger 3 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 3 \/ Runescarred Berserker 2 \/ Hunter of the Dead 2 \/ Knight of the Weave 2 \/ Fatemaker 2 \/ Duskblade 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Savant 2 \/ Court Herald 2","full_text":"<div><p><h5>Darkvision<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 3 \/ Runescarred Berserker 2 \/ Hunter of the Dead 2 \/ Knight of the Weave 2 \/ Fatemaker 2 \/ Duskblade 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Savant 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.<\/p>\n\n\t<p>Darkvision can be made permanent with a permanency spell.<\/p>\n\n\t<p>Material Component: Either a pinch of dried carrot or an agate.<\/p><\/p>Reference: Player's Handbook v.3.5 216<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"See text","target":"See text","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"This spell has two versions.\nPrune Growth: This version causes normal vegetation (grasses, briars, bushes, creepers, hedges, thistles, trees, vines, and so forth) within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy.\nThe affected vegetation appears to have been carefully pruned and trimmed.\nAt your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.\nYou may also designate portions of the area that are not affected.\nStunt Growth: This version targets normal plants within a range of 1\/2 mile, reducing their potential productivity over the course of the following year to one-third below normal.\nDiminish plants counters plant growth.\nThis spell has no effect on plant creatures.","short_description":"This spell has two versions.","material_components":"0","name":"Diminish Plants","level":"Druid 3 \/ Ranger 3 \/ Blighter 3 \/ Death Master 3 \/ Urban Druid 3","full_text":"<div><p><h5>Diminish Plants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 3 \/ Blighter 3 \/ Death Master 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell has two versions.<br \/>Prune Growth: This version causes normal vegetation (grasses, briars, bushes, creepers, hedges, thistles, trees, vines, and so forth) within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy.<br \/>The affected vegetation appears to have been carefully pruned and trimmed.<br \/>At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.<br \/>You may also designate portions of the area that are not affected.<br \/>Stunt Growth: This version targets normal plants within a range of 1\/2 mile, reducing their potential productivity over the course of the following year to one-third below normal.<br \/>Diminish plants counters plant growth.<br \/>This spell has no effect on plant creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 221<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial (object)","spell_resistance":"Yes","description":"A thin, green ray springs from your pointing finger.\nYou must make a successful ranged touch attack to hit.\nAny creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6).\nAny creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust.\nA disintegrated creature's equipment is unaffected.\nWhen used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter.\nThus, the spell disintegrates only part of any very large object or structure targeted.\nThe ray affects even objects constructed entirely of force, such as Bigby's forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.\nA creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.\nIf this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.\nOnly the first creature or object struck can be affected; that is, the ray affects only one target per casting.\nArcane Material Component: A lodestone and a pinch of dust.","short_description":"A thin, green ray springs from your pointing finger.","material_components":"0","name":"Disintegrate","level":"Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Duskblade 5 \/ Wu Jen 7 \/ Sha'ir 6 \/ Urban Druid 7","full_text":"<div><p><h5>Disintegrate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Duskblade 5 \/ Wu Jen 7 \/ Sha'ir 6 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A thin, green ray springs from your pointing finger.<br \/>You must make a successful ranged touch attack to hit.<br \/>Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6).<br \/>Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust.<br \/>A disintegrated creature&#39;s equipment is unaffected.<br \/>When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter.<br \/>Thus, the spell disintegrates only part of any very large object or structure targeted.<br \/>The ray affects even objects constructed entirely of force, such as Bigby&#39;s forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.<br \/>A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.<br \/>If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.<br \/>Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.<br \/>Arcane Material Component: A lodestone and a pinch of dust.<\/p><\/p>Reference: Player's Handbook v.3.5 222<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One melee weapon","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless, object); see text","spell_resistance":"Yes (harmless, object)","description":"This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.","short_description":"This spell makes a melee weapon deadly to undead.","material_components":"0","name":"Disrupting Weapon","level":"Cleric 5 \/ Hunter of the Dead 4 \/ Knight of the Weave 5","full_text":"<div><p><h5>Disrupting Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Hunter of the Dead 4 \/ Knight of the Weave 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.<\/p><\/p>Reference: Player's Handbook v.3.5 223<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers:classes\/sorcerer\/ and bards:classes\/bard\/ (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.\n\n_Arcane Material Component:_ A few feathers or a pinch of droppings from an eagle.","short_description":"The transmuted creature becomes more poised, articulate, and personally forceful.","material_components":"0","name":"Eagle's Splendor","level":"Bard 2 \/ Cleric 2 \/ Paladin 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2 \/ Knight of the Weave 2 \/ Fatemaker 2 \/ Vigilante 2 \/ Sha'ir 2 \/ Jester 2 \/ Urban Druid 2 \/ Court Herald 2","full_text":"<div><p><h5>Eagle's Splendor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Paladin 2 \/ Sorcerer 2 \/ Wizard 2 \/ Disciple of Thrym 2 \/ Knight of the Weave 2 \/ Fatemaker 2 \/ Vigilante 2 \/ Sha'ir 2 \/ Jester 2 \/ Urban Druid 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. <a href=\/classes\/sorcerer\/>Sorcerers<\/a> and <a href=\/classes\/bard\/>bards<\/a> (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell&#39;s effect do increase.<\/p>\n\n\t<p><em>Arcane Material Component:<\/em> A few feathers or a pinch of droppings from an eagle.<\/p><\/p>Reference: Player's Handbook v.3.5 225<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _eagle's splendor_:spells\/players-handbook-v35--6\/eagles-splendor--2803\/, except that it affects multiple creatures.","short_description":"This spell functions like _eagle's splendor_:spells\/players-handbook-v35--6\/eagles-splendor--2803\/, e...","material_components":"0","name":"Eagle's Splendor, Mass","level":"Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Jester 6 \/ Urban Druid 6 \/ Court Herald 6","full_text":"<div><p><h5>Eagle's Splendor, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Jester 6 \/ Urban Druid 6 \/ Court Herald 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/eagles-splendor--2803\/><em>eagle&#39;s splendor<\/em><\/a>, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 225<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.\nThis increase changes the creature's size category to the next larger one.\nThe target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.\nA humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.\nThis spell does not change the target's speed.\nIf insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.\nIf it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\nAll equipment worn or carried by a creature is similarly enlarged by the spell.\nMelee and projectile weapons affected by this spell deal more damage (see Table 2-2 in the Dungeon Master's Guide).\nOther magical properties are not affected by this spell.\nAny enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.\nThis means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.\nMagical properties of enlarged items are not increased by this spell--an enlarged +1 sword still has only a +1 enhancement bonus, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, and so on.\nMultiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of a humanoid that's still under the effect of the first casting.\nEnlarge person counters and dispels reduce person.\nEnlarge person can be made permanent with a permanency spell.\nMaterial Component: A pinch of powdered iron.","short_description":"This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weig...","material_components":"0","name":"Enlarge Person","level":"Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1","full_text":"<div><p><h5>Enlarge Person<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.<br \/>This increase changes the creature&#39;s size category to the next larger one.<br \/>The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.<br \/>A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.<br \/>This spell does not change the target&#39;s speed.<br \/>If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.<br \/>If it fails, it is constrained without harm by the materials enclosing it&#8212;the spell cannot be used to crush a creature by increasing its size.<br \/>All equipment worn or carried by a creature is similarly enlarged by the spell.<br \/>Melee and projectile weapons affected by this spell deal more damage (see Table 2-2 in the Dungeon Master&#39;s Guide).<br \/>Other magical properties are not affected by this spell.<br \/>Any enlarged item that leaves an enlarged creature&#39;s possession (including a projectile or thrown weapon) instantly returns to its normal size.<br \/>This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.<br \/>Magical properties of enlarged items are not increased by this spell&#8212;an enlarged +1 sword still has only a +1 enhancement bonus, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, and so on.<br \/>Multiple magical effects that increase size do not stack, which means (among other things) that you can&#39;t use a second casting of this spell to further increase the size of a humanoid that&#39;s still under the effect of the first casting.<br \/>Enlarge person counters and dispels reduce person.<br \/>Enlarge person can be made permanent with a permanency spell.<br \/>Material Component: A pinch of powdered iron.<\/p><\/p>Reference: Player's Handbook v.3.5 226<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"One humanoid creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like enlarge person, except that it affects multiple creatures.","short_description":"This spell functions like enlarge person, except that it affects multiple creatures.","material_components":"0","name":"Enlarge Person, Mass","level":"Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4","full_text":"<div><p><h5>Enlarge Person, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like enlarge person, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 227<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Plants in a 40-ft.-radius spread","duration":"1 min.\/level (D)","saving_throw":"Reflex partial; see text","spell_resistance":"No","description":"Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.\nThe creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.\nA creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area.\nEach round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.\nNote: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.","short_description":"Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those ...","material_components":"0","name":"Entangle","level":"Druid 1 \/ Ranger 1 \/ Nentyar Hunter 1","full_text":"<div><p><h5>Entangle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1 \/ Nentyar Hunter 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.<br \/>The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.<br \/>A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area.<br \/>Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.<br \/>Note: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.<\/p><\/p>Reference: Player's Handbook v.3.5 227<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One scroll or two pages","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.\nWith this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.\nNonmagical writing is automatically erased if you touch it and no one else is holding it.\nOtherwise, the chance of erasing nonmagical writing is 90%.\nMagic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15.\n(A natural 1 or 2 is always a failure on this check).\nIf you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.","short_description":"Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of ...","material_components":"0","name":"Erase","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Savant 1 \/ Court Herald 1","full_text":"<div><p><h5>Erase<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Sha'ir 1 \/ Savant 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.<br \/>With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.<br \/>Nonmagical writing is automatically erased if you touch it and no one else is holding it.<br \/>Otherwise, the chance of erasing nonmagical writing is 90%.<br \/>Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15.<br \/>(A natural 1 or 2 is always a failure on this check).<br \/>If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.<\/p><\/p>Reference: Player's Handbook v.3.5 227<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You become ethereal, along with your equipment.\nFor the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane.\nWhen the spell expires, you return to material existence.\nAn ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed.\nAs an insubstantial creature, you can move through solid objects, including living creatures.\nAn ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral.\nSight and hearing onto the Material Plane are limited to 60 feet.\nForce effects (such as magic missile and wall of force) and abjurations affect an ethereal creature normally.\nTheir effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.\nAn ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.\nCertain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as a basilisk's gaze attack).\nTreat other ethereal creatures and ethereal objects as if they were material.\nIf you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.","short_description":"You become ethereal, along with your equipment.","material_components":"0","name":"Ethereal Jaunt","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Wu Jen 7 \/ Jester 6 \/ Sha'ir 7 \/ Death Master 7","full_text":"<div><p><h5>Ethereal Jaunt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7 \/ Beguiler 7 \/ Wu Jen 7 \/ Jester 6 \/ Sha'ir 7 \/ Death Master 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You become ethereal, along with your equipment.<br \/>For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane.<br \/>When the spell expires, you return to material existence.<br \/>An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed.<br \/>As an insubstantial creature, you can move through solid objects, including living creatures.<br \/>An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral.<br \/>Sight and hearing onto the Material Plane are limited to 60 feet.<br \/>Force effects (such as magic missile and wall of force) and abjurations affect an ethereal creature normally.<br \/>Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.<br \/>An ethereal creature can&#39;t attack material creatures, and spells you cast while ethereal affect only other ethereal things.<br \/>Certain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as a basilisk&#39;s gaze attack).<br \/>Treat other ethereal creatures and ethereal objects as if they were material.<br \/>If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.<\/p><\/p>Reference: Player's Handbook v.3.5 227<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Touch; see text","target":"You and one other touched creature per three levels","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"Yes","description":"This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal.\nBesides yourself, you can bring one creature per three caster levels to the Ethereal Plane.\nOnce ethereal, the subjects need not stay together.\nWhen the spell expires, all affected creatures on the Ethereal Plane return to material existence.","short_description":"This spell functions like ethereal jaunt, except that you and other willing creatures joined by linke...","material_components":"0","name":"Etherealness","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9","full_text":"<div><p><h5>Etherealness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal.<br \/>Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane.<br \/>Once ethereal, the subjects need not stay together.<br \/>When the spell expires, all affected creatures on the Ethereal Plane return to material existence.<\/p><\/p>Reference: Player's Handbook v.3.5 228<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell increases your base land speed by 30 feet.\n(This adjustment is treated as an enhancement bonus).\nThere is no effect on other modes of movement, such as burrow, climb, fly, or swim.\nAs with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill, page 77).\nThis spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard's attitude towards combat.","short_description":"This spell increases your base land speed by 30 feet.","material_components":"0","name":"Expeditious Retreat","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Fatemaker 1 \/ Vigilante 1 \/ Beguiler 1 \/ Savant 1 \/ Jester 1 \/ Death Master 1 \/ Sha'ir 1","full_text":"<div><p><h5>Expeditious Retreat<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hoardstealer 1 \/ Ebonmar Infiltrator 1 \/ Fatemaker 1 \/ Vigilante 1 \/ Beguiler 1 \/ Savant 1 \/ Jester 1 \/ Death Master 1 \/ Sha'ir 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell increases your base land speed by 30 feet.<br \/>(This adjustment is treated as an enhancement bonus).<br \/>There is no effect on other modes of movement, such as burrow, climb, fly, or swim.<br \/>As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill, page 77).<br \/>This spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard&#39;s attitude towards combat.<\/p><\/p>Reference: Player's Handbook v.3.5 228<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"See text","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to 10 cu. ft.\/level; see text","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You convert material of one sort into a product that is of the same material.\nThus, you can fabricate a wooden bridge from a clump of tress, a rope from a patch of hemp, clothes from flax or wool, and so forth.\nCreatures or magic items cannot be created or transmuted by the fabricate spell.\nThe quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.\nIf you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.\nYou must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, and the like).\nCasting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.\nMaterial Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.","short_description":"You convert material of one sort into a product that is of the same material.","material_components":"0","name":"Fabricate","level":"Sorcerer 5 \/ Wizard 5 \/ Trapsmith 3 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5 \/ Court Herald 5","full_text":"<div><p><h5>Fabricate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Trapsmith 3 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You convert material of one sort into a product that is of the same material.<br \/>Thus, you can fabricate a wooden bridge from a clump of tress, a rope from a patch of hemp, clothes from flax or wool, and so forth.<br \/>Creatures or magic items cannot be created or transmuted by the fabricate spell.<br \/>The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.<br \/>If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.<br \/>You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, and the like).<br \/>Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.<br \/>Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 free action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One Medium or smaller freefalling object or creature\/level, no two of which may be more than 20 ft. apart","effect":"","area":"","duration":"Until landing or 1 round\/level","saving_throw":"Will negates (harmless) or Will negates (object)","spell_resistance":"Yes (object)","description":"The affected creatures or objects fall slowly, though faster than feathers typically do.\nFeather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a\nfall froma few feet), and the subjects take no damage upon landing while the spell is in effect.\nHowever, when the spell duration expires, a normal rate of falling resumes.\nThe spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.\nYou can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.\nCasting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.\nYou may even cast this spell when it isn't your turn.\nThis spell has no special effect on ranged weapons unless they are falling quite a distance.\nIf the spell is cast on a falling item, such as a boulder dropped from the top of a castle wall, the object does half normal damage based on its weight, with no bonus for the height of the drop.\n(See the Dungeon Master's Guide for information on falling objects).\nFeather fall works only upon free-falling objects.\nIt does not affect a sword blow or a charging or flying creature.","short_description":"The affected creatures or objects fall slowly, though faster than feathers typically do.","material_components":"0","name":"Feather Fall","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Jester 1 \/ Savant 1 \/ Sha'ir 1 \/ Assassin 1 \/ Court Herald 1","full_text":"<div><p><h5>Feather Fall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Jester 1 \/ Savant 1 \/ Sha'ir 1 \/ Assassin 1 \/ Court Herald 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 free action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until landing or 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless) or Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>The affected creatures or objects fall slowly, though faster than feathers typically do.<br \/>Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a<br \/>fall froma few feet), and the subjects take no damage upon landing while the spell is in effect.<br \/>However, when the spell duration expires, a normal rate of falling resumes.<br \/>The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature&#39;s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.<br \/>You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.<br \/>Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.<br \/>You may even cast this spell when it isn&#39;t your turn.<br \/>This spell has no special effect on ranged weapons unless they are falling quite a distance.<br \/>If the spell is cast on a falling item, such as a boulder dropped from the top of a castle wall, the object does half normal damage based on its weight, with no bonus for the height of the drop.<br \/>(See the Dungeon Master&#39;s Guide for information on falling objects).<br \/>Feather fall works only upon free-falling objects.<br \/>It does not affect a sword blow or a charging or flying creature.<\/p><\/p>Reference: Player's Handbook v.3.5 229<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Fifty projectiles, all of which must be in contact with each other at the time of casting","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles.\nEach piece of ammunition deals an extra 1d6 points of fire damage to any target it hits.\nA flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.\nMaterial Component: A drop of oil and a small piece of flint.","short_description":"You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles.","material_components":"0","name":"Flame Arrow","level":"Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Sha'ir 3 \/ Savant 3","full_text":"<div><p><h5>Flame Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Warmage 3 \/ Sha'ir 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles.<br \/>Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits.<br \/>A flaming projectile can easily ignite a flammable object or structure, but it won&#39;t ignite a creature it strikes.<br \/>Material Component: A drop of oil and a small piece of flint.<\/p><\/p>Reference: Player's Handbook v.3.5 231<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject, along with all its carried gear, turns into a mindless, inert statue.\nIf the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.\nThe creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.\nOnly creatures made of flesh are affected by this spell.\nMaterial Component: Lime, water, and earth.","short_description":"The subject, along with all its carried gear, turns into a mindless, inert statue.","material_components":"0","name":"Flesh to Stone","level":"Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Flesh to Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject, along with all its carried gear, turns into a mindless, inert statue.<br \/>If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.<br \/>The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.<br \/>Only creatures made of flesh are affected by this spell.<br \/>Material Component: Lime, water, and earth.<\/p><\/p>Reference: Player's Handbook v.3.5 232<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.\n\nShould the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.\n\nArcane Focus: A wing feather from any bird.","short_description":"The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it car...","material_components":"0","name":"Fly","level":"Sorcerer 3 \/ Wizard 3 \/ Knight of the Weave 3 \/ Sha'ir 3","full_text":"<div><p><h5>Fly<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Knight of the Weave 3 \/ Sha'ir 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.<\/p>\n\n\t<p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.<\/p>\n\n\t<p>Arcane Focus: A wing feather from any bird.<\/p><\/p>Reference: Player's Handbook v.3.5 232<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The transmuted creature becomes smarter.\nThe spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.\nWizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase.\nThis spell doesn't grant extra skill points.\nArcane Material Component: A few hairs, or a pinch of dung, from a fox.","short_description":"The transmuted creature becomes smarter.","material_components":"0","name":"Fox's Cunning","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Trapsmith 1 \/ Ebonmar Infiltrator 2 \/ Fatemaker 2 \/ Vigilante 2 \/ Sha'ir 2 \/ Jester 2","full_text":"<div><p><h5>Fox's Cunning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Trapsmith 1 \/ Ebonmar Infiltrator 2 \/ Fatemaker 2 \/ Vigilante 2 \/ Sha'ir 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creature becomes smarter.<br \/>The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.<br \/>Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell&#39;s effect do increase.<br \/>This spell doesn&#39;t grant extra skill points.<br \/>Arcane Material Component: A few hairs, or a pinch of dung, from a fox.<\/p><\/p>Reference: Player's Handbook v.3.5 233<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like _fox's cunning_:spells\/players-handbook-v35--6\/foxs-cunning--2817\/, except that it affects multiple creatures.","short_description":"This spell functions like _fox's cunning_:spells\/players-handbook-v35--6\/foxs-cunning--2817\/, except ...","material_components":"0","name":"Fox's Cunning, Mass","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6","full_text":"<div><p><h5>Fox's Cunning, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/foxs-cunning--2817\/><em>fox&#39;s cunning<\/em><\/a>, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 233<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S, M","casting_time":"1 standard action","range":"Touch","target":"Willing corporeal creature touched","effect":"","area":"","duration":"2 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The subject and all its gear become insubstantial, misty, and translucent.\nIts material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects (for example, from the mage armor spell) still apply.\nThe subject gains damage reduction 10\/magic and becomes immune to poison and critical hits.\nIt can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form.\n(This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials).\nThe subject also loses supernatural abilities while in gaseous form.\nIf it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.\nA gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect).\nIt can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists.\nThe creature is subject to the effects of wind, and it can't enter water or other liquid.\nIt also can't manipulate objects or activate items, even those carried along with its gaseous form.\nContinuously active items remain active, though in some cases their effects may be moot (such as those that supply armor or natural armor bonuses).\nArcane Material Component: A bit of gauze and a wisp of smoke.","short_description":"The subject and all its gear become insubstantial, misty, and translucent.","material_components":"0","name":"Gaseous Form","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Trapsmith 1 \/ Vigilante 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3 \/ Jester 3","full_text":"<div><p><h5>Gaseous Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Trapsmith 1 \/ Vigilante 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3 \/ Jester 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The subject and all its gear become insubstantial, misty, and translucent.<br \/>Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects (for example, from the mage armor spell) still apply.<br \/>The subject gains damage reduction 10\/magic and becomes immune to poison and critical hits.<br \/>It can&#39;t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form.<br \/>(This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials).<br \/>The subject also loses supernatural abilities while in gaseous form.<br \/>If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.<br \/>A gaseous creature can&#39;t run, but it can fly at a speed of 10 feet (maneuverability perfect).<br \/>It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists.<br \/>The creature is subject to the effects of wind, and it can&#39;t enter water or other liquid.<br \/>It also can&#39;t manipulate objects or activate items, even those carried along with its gaseous form.<br \/>Continuously active items remain active, though in some cases their effects may be moot (such as those that supply armor or natural armor bonuses).<br \/>Arcane Material Component: A bit of gauze and a wisp of smoke.<\/p><\/p>Reference: Player's Handbook v.3.5 234<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to three vermin, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"Yes","description":"You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms.\nOnly one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size.\nThe size to which the vermin can be grown depends on your level; see the table below.\nThe Monster Manual has game statistics for centipedes, spiders, and scorpions, as well as other kinds of vermin.\nAny giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (Attack, Defend, Stop, and so forth).\nOrders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand.\nUnless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.\nThe DM can extend this spell's effects to other kinds of insects, arachnids, or other vermin, such as ants, bees, beetles, praying mantises, and wasps, if he so chooses.","short_description":"You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion i...","material_components":"0","name":"Giant Vermin","level":"Cleric 4 \/ Druid 4 \/ Death Master 4 \/ Urban Druid 4 \/ Dread Necromancer 4","full_text":"<div><p><h5>Giant Vermin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Death Master 4 \/ Urban Druid 4 \/ Dread Necromancer 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms.<br \/>Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size.<br \/>The size to which the vermin can be grown depends on your level; see the table below.<br \/>The Monster Manual has game statistics for centipedes, spiders, and scorpions, as well as other kinds of vermin.<br \/>Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (&quot;Attack&quot;, &quot;Defend&quot;, &quot;Stop&quot;, and so forth).<br \/>Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand.<br \/>Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.<br \/>The DM can extend this spell&#39;s effects to other kinds of insects, arachnids, or other vermin, such as ants, bees, beetles, praying mantises, and wasps, if he so chooses.<\/p><\/p>Reference: Player's Handbook v.3.5 235<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"Your speech becomes fluent and more believable.\nYou gain a +30 bonus on Bluff checks made to convince another of the truth of your words.\n(This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo).\nIf a magical effect is used against you that would detect your lies or force you to speak the truth (such as discern lies or zone of truth), the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed.\nFailure means the effect does not detect your lies or force you to speak only the truth.","short_description":"Your speech becomes fluent and more believable.","material_components":"0","name":"Glibness","level":"Bard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Urban Druid 3","full_text":"<div><p><h5>Glibness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your speech becomes fluent and more believable.<br \/>You gain a +30 bonus on Bluff checks made to convince another of the truth of your words.<br \/>(This bonus doesn&#39;t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo).<br \/>If a magical effect is used against you that would detect your lies or force you to speak the truth (such as discern lies or zone of truth), the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed.<br \/>Failure means the effect does not detect your lies or force you to speak only the truth.<\/p><\/p>Reference: Player's Handbook v.3.5 235<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"2d4 fresh berries touched","effect":"","area":"","duration":"One day\/level","saving_throw":"None","spell_resistance":"Yes","description":"Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical.\nYou (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected.\nEach transmuted berry provides nourishment as if it were a normal meal for a Medium creature.\nThe berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.","short_description":"Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical.","material_components":"0","name":"Goodberry","level":"Druid 1 \/ Healer 1","full_text":"<div><p><h5>Goodberry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Healer 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical.<br \/>You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected.<br \/>Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature.<br \/>The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.<\/p><\/p>Reference: Player's Handbook v.3.5 237<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The transmuted creatures move and act more quickly than normal. This extra speed has several effects.\n\nWhen making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round).\n\nA hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.\n\nAll of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.\n\nMultiple haste effects don't stack. Haste dispels and counters slow.\n\nMaterial Component: A shaving of licorice root.","short_description":"The transmuted creatures move and act more quickly than normal.","material_components":"0","name":"Haste","level":"Bard 3 \/ Beguiler 3 \/ Fatemaker 3 \/ Jester 3 \/ Runescarred Berserker 3 \/ Sha'ir 3 \/ Sorcerer 3 \/ Telflammar Shadowlord 2 \/ Trapsmith 1 \/ Vigilante 3 \/ Wizard 3 \/ Wu Jen 3","full_text":"<div><p><h5>Haste<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Beguiler 3 \/ Fatemaker 3 \/ Jester 3 \/ Runescarred Berserker 3 \/ Sha'ir 3 \/ Sorcerer 3 \/ Telflammar Shadowlord 2 \/ Trapsmith 1 \/ Vigilante 3 \/ Wizard 3 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creatures move and act more quickly than normal. This extra speed has several effects.<\/p>\n\n\t<p>When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature&#39;s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can&#39;t use it to cast a second spell or otherwise take an extra action in the round).<\/p>\n\n\t<p>A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<\/p>\n\n\t<p>All of the hasted creature&#39;s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject&#39;s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature&#39;s jumping distance as normal for increased speed.<\/p>\n\n\t<p>Multiple haste effects don&#39;t stack. Haste dispels and counters slow.<\/p>\n\n\t<p>Material Component: A shaving of licorice root.<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal\/level, all of which must be within a 30-ft. circle","effect":"","area":"","duration":"7 rounds","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Heat metal makes metal extremely warm.\nUnattended, nonmagical metal gets no saving throw.\nMagical metal is allowed a saving throw against the spell.\n(Magic item's saving throws are covered in the Dungeon Master's Guide).\nAn item in a creature's possession uses the creature's saving throw bonus unless its own is higher.\nA creature takes fire damage if its equipment is heated.\nIt takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.\nThe creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.\nOn the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage.\nThe same effect also occurs on the last round of the spell's duration.\nDuring the second (and also the next-to-last) round, intense heat causes pain and damage.\nIn the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.\nAny cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis.\nFor example, if the damage roll from a heat metal spell indicates 2 points of fire damage and the subject is hit by a ray of frost in the same round and takes 3 points of cold damage, it winds up taking no fire damage and only 1 point of cold damage.\nIf cast underwater, heat metal deals half damage and boils the surrounding water.\nHeat metal counters and dispels chill metal.","short_description":"Heat metal makes metal extremely warm.","material_components":"0","name":"Heat Metal","level":"Druid 2 \/ Blighter 2 \/ Urban Druid 2","full_text":"<div><p><h5>Heat Metal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Blighter 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>7 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Heat metal makes metal extremely warm.<br \/>Unattended, nonmagical metal gets no saving throw.<br \/>Magical metal is allowed a saving throw against the spell.<br \/>(Magic item&#39;s saving throws are covered in the Dungeon Master&#39;s Guide).<br \/>An item in a creature&#39;s possession uses the creature&#39;s saving throw bonus unless its own is higher.<br \/>A creature takes fire damage if its equipment is heated.<br \/>It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.<br \/>The creature takes minimum damage (1 point or 2 points; see the table) if it&#39;s not wearing metal armor and the metal that it&#39;s carrying weighs less than one-fifth of its weight.<br \/>On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage.<br \/>The same effect also occurs on the last round of the spell&#39;s duration.<br \/>During the second (and also the next-to-last) round, intense heat causes pain and damage.<br \/>In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.<br \/>Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis.<br \/>For example, if the damage roll from a heat metal spell indicates 2 points of fire damage and the subject is hit by a ray of frost in the same round and takes 3 points of cold damage, it winds up taking no fire damage and only 1 point of cold damage.<br \/>If cast underwater, heat metal deals half damage and boils the surrounding water.<br \/>Heat metal counters and dispels chill metal.<\/p><\/p>Reference: Player's Handbook v.3.5 239<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell transforms your body into living iron, which grants you several powerful resistances and abilities.\nYou gain damage reduction 15\/adamantine.\nYou are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect.\nYou take only half damage from acid and fire of all kinds.\nHowever, you also become vulnerable to all special attacks that affect iron golems.\nYou gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal.\nYou have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor.\nYou cannot drink (and thus can't use potions) or play wind instruments.\nYour unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.\nYour weight increases by a factor of ten, causing you to sink in water like a stone.\nHowever, you could survive the crushing pressure and lack of air at the bottom of the ocean--at least until the spell duration expires.\nArcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.","short_description":"This spell transforms your body into living iron, which grants you several powerful resistances and a...","material_components":"0","name":"Iron Body","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 8","full_text":"<div><p><h5>Iron Body<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms your body into living iron, which grants you several powerful resistances and abilities.<br \/>You gain damage reduction 15\/adamantine.<br \/>You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect.<br \/>You take only half damage from acid and fire of all kinds.<br \/>However, you also become vulnerable to all special attacks that affect iron golems.<br \/>You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal.<br \/>You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor.<br \/>You cannot drink (and thus can&#39;t use potions) or play wind instruments.<br \/>Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.<br \/>Your weight increases by a factor of ten, causing you to sink in water like a stone.<br \/>However, you could survive the crushing pressure and lack of air at the bottom of the ocean&#8212;at least until the spell duration expires.<br \/>Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero&#39;s armor, or a war machine.<\/p><\/p>Reference: Player's Handbook v.3.5 245<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute\/lb. created","range":"0 ft.","target":"","effect":"An ironwood object weighing up to 5 lb.\/level","area":"","duration":"One day\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Ironwood is a magical substance created by druids from normal wood.\nWhile remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel.\nSpells that affect metal or iron (such as heat metal) do not function on ironwood.\nSpells that affect wood (such as wood shape) do affect ironwood, although ironwood does not burn.\nUsing this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items.\nThus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts.\nThese items are freely usable by druids.\nFurther, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.\nMaterial Component:Wood shaped into the form of the intended ironwood object.","short_description":"Ironwood is a magical substance created by druids from normal wood.","material_components":"0","name":"Ironwood","level":"Druid 6 \/ Wu Jen 6","full_text":"<div><p><h5>Ironwood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute\/lb. created<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>An ironwood object weighing up to 5 lb.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Ironwood is a magical substance created by druids from normal wood.<br \/>While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel.<br \/>Spells that affect metal or iron (such as heat metal) do not function on ironwood.<br \/>Spells that affect wood (such as wood shape) do affect ironwood, although ironwood does not burn.<br \/>Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items.<br \/>Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts.<br \/>These items are freely usable by druids.<br \/>Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.<br \/>Material Component:Wood shaped into the form of the intended ironwood object.<\/p><\/p>Reference: Player's Handbook v.3.5 246<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The subject gets a +10 enhancement bonus on Jump checks.\nThe enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.\nMaterial Component: A grasshopper's hind leg, which you break when the spell is cast.","short_description":"The subject gets a +10 enhancement bonus on Jump checks.","material_components":"0","name":"Jump","level":"Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Ebonmar Infiltrator 1 \/ Fatemaker 1 \/ Duskblade 1 \/ Nentyar Hunter 1 \/ Sha'ir 1 \/ Jester 1 \/ Savant 1 \/ Urban Druid 1 \/ Assassin 1","full_text":"<div><p><h5>Jump<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Ebonmar Infiltrator 1 \/ Fatemaker 1 \/ Duskblade 1 \/ Nentyar Hunter 1 \/ Sha'ir 1 \/ Jester 1 \/ Savant 1 \/ Urban Druid 1 \/ Assassin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject gets a +10 enhancement bonus on Jump checks.<br \/>The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.<br \/>Material Component: A grasshopper&#39;s hind leg, which you break when the spell is cast.<\/p><\/p>Reference: Player's Handbook v.3.5 246<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell).\n\nMultiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.","short_description":"This spell makes a weapon magically keen, improving its ability to deal telling blows.","material_components":"0","name":"Keen Edge","level":"Sorcerer 3 \/ Wizard 3 \/ Runescarred Berserker 2 \/ Duskblade 3 \/ Nentyar Hunter 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Urban Druid 3","full_text":"<div><p><h5>Keen Edge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Runescarred Berserker 2 \/ Duskblade 3 \/ Nentyar Hunter 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell).<\/p>\n\n\t<p>Multiple effects that increase a weapon&#39;s threat range (such as the keen edge spell and the Improved Critical feat) don&#39;t stack. You can&#39;t cast this spell on a natural weapon, such as a claw.<\/p><\/p>Reference: Player's Handbook v.3.5 246<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One door, box, or chest with an area of up to 10 sq. ft.\/level","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"None","spell_resistance":"No","description":"The knock spell opens stuck, barred, locked, held, or arcane locked doors.\nIt opens secret doors, as well as locked or trick-opening boxes or chests.\nIt also loosens welds, shackles, or chains (provided they serve to hold closures shut).\nIf used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes.\nIn all other cases, the door does not relock itself or become stuck again on its own.\nKnock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.\nThe effect is limited by the area.\nA 3rd-level caster can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot-by-7-foot\ndoor).\nEach spell can undo as many as two means of preventing egress.\nThus if a door is locked, barred, and held, or quadruple locked, opening it requires two knock spells.","short_description":"The knock spell opens stuck, barred, locked, held, or arcane locked doors.","material_components":"0","name":"Knock","level":"Sorcerer 2 \/ Wizard 2 \/ Hoardstealer 2 \/ Trapsmith 1 \/ Ebonmar Infiltrator 2 \/ Beguiler 2 \/ Telflammar Shadowlord 1 \/ Thayan Slaver 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Savant 2 \/ Urban Druid 2","full_text":"<div><p><h5>Knock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Hoardstealer 2 \/ Trapsmith 1 \/ Ebonmar Infiltrator 2 \/ Beguiler 2 \/ Telflammar Shadowlord 1 \/ Thayan Slaver 1 \/ Wu Jen 2 \/ Sha'ir 2 \/ Savant 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The knock spell opens stuck, barred, locked, held, or arcane locked doors.<br \/>It opens secret doors, as well as locked or trick-opening boxes or chests.<br \/>It also loosens welds, shackles, or chains (provided they serve to hold closures shut).<br \/>If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes.<br \/>In all other cases, the door does not relock itself or become stuck again on its own.<br \/>Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.<br \/>The effect is limited by the area.<br \/>A 3rd-level caster can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot-by-7-foot<br \/>door).<br \/>Each spell can undo as many as two means of preventing egress.<br \/>Thus if a door is locked, barred, and held, or quadruple locked, opening it requires two knock spells.<\/p><\/p>Reference: Player's Handbook v.3.5 246<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal or close (25 ft. + 5 ft.\/2 levels)","target":"You or one willing creature or one object (total weight up to 100 lb.\/level)","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Levitate allows you to move yourself, another creature, or an object up and down as you wish.\nA creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature.\nYou can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action.\nYou cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).\nA levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5.\nA full round spent stabilizing allows the creature to begin again at -1.\nFocus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.","short_description":"Levitate allows you to move yourself, another creature, or an object up and down as you wish.","material_components":"0","name":"Levitate","level":"Sorcerer 2 \/ Wizard 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Jester 2 \/ Savant 2 \/ Court Herald 2","full_text":"<div><p><h5>Levitate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Telflammar Shadowlord 1 \/ Sha'ir 2 \/ Jester 2 \/ Savant 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal or close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Levitate allows you to move yourself, another creature, or an object up and down as you wish.<br \/>A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature.<br \/>You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action.<br \/>You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).<br \/>A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5.<br \/>A full round spent stabilizing allows the creature to begin again at -1.<br \/>Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.<\/p><\/p>Reference: Player's Handbook v.3.5 248<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"Tree touched","effect":"","area":"","duration":"One day\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell turns an oak tree into a protector or guardian.\nThe spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree.\nThe tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.\nLiveoak must be cast on a healthy, Huge oak.\nA triggering phrase of up to one word per caster level is placed on the targeted oak.\nFor instance, Attack any persons who come near without first saying 'sacred mistletoe' is an eleven-word trigger phrase that you could use at 11th level or higher.\nThe liveoak spell triggers the tree into animating as a treant (see the Monster Manual).\nAt the DM's option, you can extrapolate statistics for a smaller tree from the treant statistics if you cast liveoak on a smaller oak.\nIf liveoak is dispelled, the tree takes root immediately, wherever it happens to be.\nIf released by you, the tree tries to return to its original location before taking root.","short_description":"This spell turns an oak tree into a protector or guardian.","material_components":"0","name":"Liveoak","level":"Druid 6","full_text":"<div><p><h5>Liveoak<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell turns an oak tree into a protector or guardian.<br \/>The spell can be cast on only a single tree at a time; while liveoak is in effect, you can&#39;t cast it again on another tree.<br \/>The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.<br \/>Liveoak must be cast on a healthy, Huge oak.<br \/>A triggering phrase of up to one word per caster level is placed on the targeted oak.<br \/>For instance, &quot;Attack any persons who come near without first saying &#39;sacred mistletoe&#39;&quot; is an eleven-word trigger phrase that you could use at 11th level or higher.<br \/>The liveoak spell triggers the tree into animating as a treant (see the Monster Manual).<br \/>At the DM&#39;s option, you can extrapolate statistics for a smaller tree from the treant statistics if you cast liveoak on a smaller oak.<br \/>If liveoak is dispelled, the tree takes root immediately, wherever it happens to be.<br \/>If released by you, the tree tries to return to its original location before taking root.<\/p><\/p>Reference: Player's Handbook v.3.5 248<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell increases your base land speed by 10 feet.\n(This adjustment counts as an enhancement bonus).\nIt has no effect on other modes of movement, such as burrow, climb, fly, or swim.\nMaterial Component: A pinch of dirt.","short_description":"This spell increases your base land speed by 10 feet.","material_components":"0","name":"Longstrider","level":"Druid 1 \/ Ranger 1 \/ Urban Druid 1","full_text":"<div><p><h5>Longstrider<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell increases your base land speed by 10 feet.<br \/>(This adjustment counts as an enhancement bonus).<br \/>It has no effect on other modes of movement, such as burrow, climb, fly, or swim.<br \/>Material Component: A pinch of dirt.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One nonmagical, unattended object weighing up to 5 lb.","effect":"","area":"","duration":"Concentration","saving_throw":"None","spell_resistance":"No","description":"You point your finger at an object and can lift it and move it at will from a distance.\nAs a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.","short_description":"You point your finger at an object and can lift it and move it at will from a distance.","material_components":"0","name":"Mage Hand","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Court Herald 0","full_text":"<div><p><h5>Mage Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You point your finger at an object and can lift it and move it at will from a distance.<br \/>As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell&#39;s range.<\/p><\/p>Reference: Player's Handbook v.3.5 249<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls.\nThe spell can affect a slam attack, fist, bite, or other natural weapon.\n(The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage).\nMagic fang can be made permanent with a permanency spell.","short_description":"Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls....","material_components":"0","name":"Magic Fang","level":"Druid 1 \/ Ranger 1 \/ Death Master 1 \/ Urban Druid 1","full_text":"<div><p><h5>Magic Fang<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1 \/ Death Master 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls.<br \/>The spell can affect a slam attack, fist, bite, or other natural weapon.<br \/>(The spell does not change an unarmed strike&#39;s damage from nonlethal damage to lethal damage).<br \/>Magic fang can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 250<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).\nAlternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).\nGreater magic fang can be made permanent with a permanency spell.","short_description":"This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is...","material_components":"0","name":"Magic Fang, Greater","level":"Druid 3 \/ Ranger 3 \/ Death Master 3 \/ Urban Druid 3","full_text":"<div><p><h5>Magic Fang, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 3 \/ Death Master 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).<br \/>Alternatively, you may imbue all of the creature&#39;s natural weapons with a +1 enhancement bonus (regardless of your caster level).<br \/>Greater magic fang can be made permanent with a permanency spell.<\/p><\/p>Reference: Player's Handbook v.3.5 250<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Up to three pebbles touched","effect":"","area":"","duration":"30 minutes or until discharged","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.","short_description":"You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strik...","material_components":"0","name":"Magic Stone","level":"Cleric 1 \/ Druid 1 \/ Hunter of the Dead 1 \/ Death Master 1 \/ Urban Druid 1","full_text":"<div><p><h5>Magic Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Hunter of the Dead 1 \/ Death Master 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>30 minutes or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell&#39;s enhancement bonus), or 2d6+2 points against undead.<\/p><\/p>Reference: Player's Handbook v.3.5 251<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Armor or shield touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).\n\nAn outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.","short_description":"You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum...","material_components":"0","name":"Magic Vestment","level":"Cleric 3 \/ Knight of the Chalice 3 \/ Savant 3","full_text":"<div><p><h5>Magic Vestment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Knight of the Chalice 3 \/ Savant 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).<\/p>\n\n\t<p>An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 251<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls). \n\nYou can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.","short_description":"Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.","material_components":"0","name":"Magic Weapon","level":"Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Disciple of Thrym 1 \/ Hunter of the Dead 1 \/ Knight of the Weave 1 \/ Knight of the Chalice 1 \/ Duskblade 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1","full_text":"<div><p><h5>Magic Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Disciple of Thrym 1 \/ Hunter of the Dead 1 \/ Knight of the Weave 1 \/ Knight of the Chalice 1 \/ Duskblade 1 \/ Wu Jen 1 \/ Sha'ir 1 \/ Death Master 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon&#39;s +1 bonus on attack rolls). <\/p>\n\n\t<p>You can&#39;t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk&#39;s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 251<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).\n\nAlternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell).\n\nArcane Material Component: Powdered lime and carbon.","short_description":"This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack ...","material_components":"0","name":"Magic Weapon, Greater","level":"Cleric 4 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Runescarred Berserker 3 \/ Knight of the Weave 3 \/ Knight of the Chalice 4 \/ Duskblade 3 \/ Nentyar Hunter 4 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3","full_text":"<div><p><h5>Magic Weapon, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 3 \/ Sorcerer 3 \/ Wizard 3 \/ Runescarred Berserker 3 \/ Knight of the Weave 3 \/ Knight of the Chalice 4 \/ Duskblade 3 \/ Nentyar Hunter 4 \/ Wu Jen 3 \/ Sha'ir 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).<\/p>\n\n\t<p>Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell).<\/p>\n\n\t<p>Arcane Material Component: Powdered lime and carbon.<\/p><\/p>Reference: Player's Handbook v.3.5 251<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One object of up to 10 cu. ft.\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new.\nThe spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands.\nThe spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).","short_description":"This spell functions like mending, except that make whole completely repairs an object made of any su...","material_components":"0","name":"Make Whole","level":"Cleric 2 \/ Death Master 2 \/ Savant 2","full_text":"<div><p><h5>Make Whole<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Death Master 2 \/ Savant 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new.<br \/>The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands.<br \/>The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).<\/p><\/p>Reference: Player's Handbook v.3.5 252<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level","saving_throw":"","spell_resistance":"","description":"Meld into stone enables you to meld your body and possessions into a single block of stone.\nThe stone must be large enough to accommodate your body in all three dimensions.\nWhen the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone.\nIf either condition is violated, the spell fails and is wasted.\nWhile in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded.\nYou remain aware of the passage of time and can cast spells on yourself while hiding in the stone.\nNothing that goes on outside the stone can be seen, but you can still hear what happens around you.\nMinor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.\nThe stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.\nAny time before the duration expires, you can step out of the stone through the surface that you entered.\nIf the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.\nThe following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage.\nStone shape deals you 3d6 points of damage but does not expel you.\nTransmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.\nFinally, passwall expels you without damage.","short_description":"Meld into stone enables you to meld your body and possessions into a single block of stone.","material_components":"0","name":"Meld Into Stone","level":"Cleric 3 \/ Druid 3 \/ Death Master 3","full_text":"<div><p><h5>Meld Into Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Death Master 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>Meld into stone enables you to meld your body and possessions into a single block of stone.<br \/>The stone must be large enough to accommodate your body in all three dimensions.<br \/>When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone.<br \/>If either condition is violated, the spell fails and is wasted.<br \/>While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded.<br \/>You remain aware of the passage of time and can cast spells on yourself while hiding in the stone.<br \/>Nothing that goes on outside the stone can be seen, but you can still hear what happens around you.<br \/>Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.<br \/>The stone&#39;s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.<br \/>Any time before the duration expires, you can step out of the stone through the surface that you entered.<br \/>If the spell&#39;s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.<br \/>The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage.<br \/>Stone shape deals you 3d6 points of damage but does not expel you.<br \/>Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.<br \/>Finally, passwall expels you without damage.<\/p><\/p>Reference: Player's Handbook v.3.5 252<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"One object of up to 1 lb.","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell).\nIt will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.\nCeramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new.\nA hole in a leather sack or a wineskin is completely healed over by mending.\nThe spell can repair a magic item, but the item's magical abilities are not restored.\n(For restoring a broken magic item's abilities, see the item creation feats in Chapter 5: Feats).\nThe spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).","short_description":"Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wo...","material_components":"0","name":"Mending","level":"Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Healer 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Urban Druid 0 \/ Court Herald 0","full_text":"<div><p><h5>Mending<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0 \/ Adept 0 \/ Healer 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0 \/ Urban Druid 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell).<br \/>It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.<br \/>Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new.<br \/>A hole in a leather sack or a wineskin is completely healed over by mending.<br \/>The spell can repair a magic item, but the item&#39;s magical abilities are not restored.<br \/>(For restoring a broken magic item&#39;s abilities, see the item creation feats in Chapter 5: Feats).<br \/>The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature\/level","effect":"","area":"","duration":"10 min.\/level","saving_throw":"None","spell_resistance":"No","description":"You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.\n\nNote: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.\n\nFocus: A short piece of copper wire.","short_description":"You can whisper messages and receive whispered replies with little chance of being overheard.","material_components":"0","name":"Message","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0","full_text":"<div><p><h5>Message<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path&#39;s entire length lies within the spell&#39;s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn&#39;t transcend language barriers.<\/p>\n\n\t<p>Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.<\/p>\n\n\t<p>Focus: A short piece of copper wire.<\/p><\/p>Reference: Player's Handbook v.3.5 253<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours.\nThe spell must have been actually cast during that period.\nThe recalled spell is stored in your mind as through prepared in the normal fashion.\nIf the recalled spell requires material components, you must provide them.\nThe recovered spell is not usable until the material components are available.","short_description":"You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours....","material_components":"0","name":"Mordenkainen's Lucubration","level":"Wizard 6 \/ Sha'ir 6","full_text":"<div><p><h5>Mordenkainen's Lucubration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wizard 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours.<br \/>The spell must have been actually cast during that period.<br \/>The recalled spell is stored in your mind as through prepared in the normal fashion.<br \/>If the recalled spell requires material components, you must provide them.<br \/>The recovered spell is not usable until the material components are available.<\/p><\/p>Reference: Player's Handbook v.3.5 256<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"See text","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.\nHowever, in no event can rock formations be collapsed or moved.\nThe area to be affected determines the casting time.\nFor every 150-foot square (up to 10 feet deep), casting takes 10 minutes.\nThe maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.\nThis spell does not violently break the surface of the ground.\nInstead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved.\nTrees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.\nThe spell cannot be used for tunneling and is generally too slow to trap or bury creatures.\nIts primary use is for digging or filling moats or for adjusting terrain contours before a battle.\nThis spell has no effect on earth creatures.\nMaterial Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.","short_description":"Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting ...","material_components":"0","name":"Move Earth","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 6 \/ Urban Druid 6","full_text":"<div><p><h5>Move Earth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6 \/ Sha'ir 6 \/ Death Master 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.<br \/>However, in no event can rock formations be collapsed or moved.<br \/>The area to be affected determines the casting time.<br \/>For every 150-foot square (up to 10 feet deep), casting takes 10 minutes.<br \/>The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.<br \/>This spell does not violently break the surface of the ground.<br \/>Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved.<br \/>Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.<br \/>The spell cannot be used for tunneling and is generally too slow to trap or bury creatures.<br \/>Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.<br \/>This spell has no effect on earth creatures.<br \/>Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.<\/p><\/p>Reference: Player's Handbook v.3.5 257<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Object weighing up to 30 lb. or portal that can be opened or closed","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.\nIf anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.\nIn addition, the spell can only open and close things weighing 30 pounds or less.\nThus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.\nFocus: A brass key.","short_description":"You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other ...","material_components":"0","name":"Open\/close","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Court Herald 0","full_text":"<div><p><h5>Open\/close<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Beguiler 0 \/ Wu Jen 0 \/ Sha'ir 0 \/ Jester 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.<br \/>If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.<br \/>In addition, the spell can only open and close things weighing 30 pounds or less.<br \/>Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell&#39;s ability to affect.<br \/>Focus: A brass key.<\/p><\/p>Reference: Player's Handbook v.3.5 258<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability.\nWhen using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks).\nThis means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).\nSee page 164 for more on overland movement.","short_description":"This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing m...","material_components":"0","name":"Overland Flight","level":"Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5","full_text":"<div><p><h5>Overland Flight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Sha'ir 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability.<br \/>When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks).<br \/>This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).<br \/>See page 164 for more on overland movement.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"The transmuted creature becomes wiser.\nThe spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills.\nClerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.\nArcane Material Component: A few feathers, or a pinch of droppings, from an owl.","short_description":"The transmuted creature becomes wiser.","material_components":"0","name":"Owl's Wisdom","level":"Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 2 \/ Fatemaker 2 \/ Sha'ir 2 \/ Urban Druid 2 \/ Court Herald 2","full_text":"<div><p><h5>Owl's Wisdom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Paladin 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Ebonmar Infiltrator 2 \/ Fatemaker 2 \/ Sha'ir 2 \/ Urban Druid 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creature becomes wiser.<br \/>The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills.<br \/>Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl&#39;s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.<br \/>Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like owl's wisdom, except that it affects multiple creatures.","short_description":"This spell functions like owl's wisdom, except that it affects multiple creatures.","material_components":"0","name":"Owl's Wisdom, Mass","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Owl's Wisdom, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like owl&#39;s wisdom, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature\/level touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject or subjects can move through any type of terrain--mud, snow, dust, or the like--and leave neither footprints nor scent.\nTracking the subjects is impossible by nonmagical means.","short_description":"The subject or subjects can move through any type of terrain--mud, snow, dust, or the like--and leave...","material_components":"0","name":"Pass Without Trace","level":"Druid 1 \/ Ranger 1 \/ Ebonmar Infiltrator 2 \/ Slayer of Domiel 2 \/ Nentyar Hunter 1 \/ Urban Druid 1","full_text":"<div><p><h5>Pass Without Trace<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1 \/ Ebonmar Infiltrator 2 \/ Slayer of Domiel 2 \/ Nentyar Hunter 1 \/ Urban Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject or subjects can move through any type of terrain&#8212;mud, snow, dust, or the like&#8212;and leave neither footprints nor scent.<br \/>Tracking the subjects is impossible by nonmagical means.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.\nThe passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level).\nIf the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel.\nSeveral passwall spells can then form a continuing passage to breach very thick walls.\nWhen passwall ends, creatures within the passage are ejected out the nearest exit.\nIf someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.\nMaterial Component: A pinch of sesame seeds.","short_description":"You create a passage through wooden, plaster, or stone walls, but not through metal or other harder m...","material_components":"0","name":"Passwall","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5","full_text":"<div><p><h5>Passwall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.<br \/>The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level).<br \/>If the wall&#39;s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel.<br \/>Several passwall spells can then form a continuing passage to breach very thick walls.<br \/>When passwall ends, creatures within the passage are ejected out the nearest exit.<br \/>If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.<br \/>Material Component: A pinch of sesame seeds.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"See text","target":"See text","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Plant growth has different effects depending on the version chosen.\nOvergrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown.\nThe plants entwine to form a thicket or jungle that creatures must hack or force a way through.\nSpeed drops to 5 feet, or 10 feet for Large or larger creatures.\n(The DM may allow faster movement for very small or very large creatures).\nThe area must have brush and trees in it for this spell to take effect.\nAt your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.\nYou may designate places within the area that are not affected.\nEnrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.\nPlant growth counters diminish plants.\nThis spell has no effect on plant creatures.","short_description":"Plant growth has different effects depending on the version chosen.","material_components":"0","name":"Plant Growth","level":"Druid 3 \/ Ranger 3 \/ Wu Jen 3","full_text":"<div><p><h5>Plant Growth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 3 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Plant growth has different effects depending on the version chosen.<br \/>Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown.<br \/>The plants entwine to form a thicket or jungle that creatures must hack or force a way through.<br \/>Speed drops to 5 feet, or 10 feet for Large or larger creatures.<br \/>(The DM may allow faster movement for very small or very large creatures).<br \/>The area must have brush and trees in it for this spell to take effect.<br \/>At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.<br \/>You may designate places within the area that are not affected.<br \/>Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.<br \/>Plant growth counters diminish plants.<br \/>This spell has no effect on plant creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 262<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature, or one nonmagical object of up to 100 cu. ft.\/level","effect":"","area":"","duration":"See text","saving_throw":"Fortitude negates (object); see text","spell_resistance":"Yes (object)","description":"This spell functions like polymorph, except that it changes one object or creature into another.\nThe duration of the spell depends on how radical a change is made from the original state to its enchanted state.\nThe DM determines the duration by using the following guidelines.\nUnlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form.\nIf the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.\nDamage taken by the new form can result in the injury or death of the polymorphed creature.\nFor example, it is possible to polymorph a creature into rock and then grind it to dust, causing damage, perhaps even death.\nIf the creature was changed to dust to start with, more creative methods to damage it would be needed.\nPerhaps you could use a gust of wind spell to scatter the dust far and wide.\nIn general, damage occurs when the new form is changed through physical force, although the DM must adjudicate many of these situations.\nA nonmagical object cannot be made into a magic item with this spell.\nMagic items aren't affected by this spell.\nThis spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine.\nIt also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.\nThis spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.\nArcane Material Component:Mercury, gum arabic, and smoke.","short_description":"This spell functions like polymorph, except that it changes one object or creature into another.","material_components":"0","name":"Polymorph Any Object","level":"Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Urban Druid 8","full_text":"<div><p><h5>Polymorph Any Object<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 \/ Sha'ir 8 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like polymorph, except that it changes one object or creature into another.<br \/>The duration of the spell depends on how radical a change is made from the original state to its enchanted state.<br \/>The DM determines the duration by using the following guidelines.<br \/>Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form.<br \/>If the original form didn&#39;t have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.<br \/>Damage taken by the new form can result in the injury or death of the polymorphed creature.<br \/>For example, it is possible to polymorph a creature into rock and then grind it to dust, causing damage, perhaps even death.<br \/>If the creature was changed to dust to start with, more creative methods to damage it would be needed.<br \/>Perhaps you could use a gust of wind spell to scatter the dust far and wide.<br \/>In general, damage occurs when the new form is changed through physical force, although the DM must adjudicate many of these situations.<br \/>A nonmagical object cannot be made into a magic item with this spell.<br \/>Magic items aren&#39;t affected by this spell.<br \/>This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine.<br \/>It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.<br \/>This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.<br \/>Arcane Material Component:Mercury, gum arabic, and smoke.<\/p><\/p>Reference: Player's Handbook v.3.5 263<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form (see the Monster Manual for more information).\n\nUpon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.\n\nThe subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural or spell-like abilities.\n\nIncorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action.\n\nMaterial Component: An empty cocoon.","short_description":"This spell functions like alter self, except that you change the willing subject into another form of...","material_components":"0","name":"Polymorph","level":"Sorcerer 4 \/ Wizard 4 \/ Adept 4 \/ Runescarred Berserker 5 \/ Wu Jen 4 \/ Sha'ir 4 \/ Jester 4","full_text":"<div><p><h5>Polymorph<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Adept 4 \/ Runescarred Berserker 5 \/ Wu Jen 4 \/ Sha'ir 4 \/ Jester 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can&#39;t have more Hit Dice than your caster level (or the subject&#39;s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can&#39;t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject&#39;s creature type and subtype (if any) change to match the new form (see the Monster Manual for more information).<\/p>\n\n\t<p>Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.<\/p>\n\n\t<p>The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural or spell-like abilities.<\/p>\n\n\t<p>Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action.<\/p>\n\n\t<p>Material Component: An empty cocoon.<\/p><\/p>Reference: Player's Handbook v.3.5 263<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"1 cu. ft.\/level of contaminated food and water","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.\nThis spell does not prevent subsequent natural decay or spoilage.\nUnholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.\nNote:Water weighs about 8 pounds per gallon.\nOne cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.","short_description":"This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitab...","material_components":"0","name":"Purify Food and Drink","level":"Cleric 0 \/ Druid 0 \/ Adept 0 \/ Healer 0 \/ Urban Druid 0","full_text":"<div><p><h5>Purify Food and Drink<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Adept 0 \/ Healer 0 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.<br \/>This spell does not prevent subsequent natural decay or spoilage.<br \/>Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.<br \/>Note:Water weighs about 8 pounds per gallon.<br \/>One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.<\/p><\/p>Reference: Player's Handbook v.3.5 267<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One fire source, up to a 20-ft. cube","effect":"","area":"","duration":"1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text","saving_throw":"Will negates or Fortitude negates; see text","spell_resistance":"Yes or No; see text","description":"Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.\nFireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights.\nThis effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates).\nThese creatures must have line of sight to the fire to be affected.\nSpell resistance can prevent blindness.\nSmoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud.\nThe cloud spreads 20 feet in all directions and lasts for 1 round per caster level.\nAll sight, even darkvision, is ineffective in or through the cloud.\nAll within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates).\nThese effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.\nSpell resistance does not apply.\nMaterial Component: The spell uses one fire source, which is immediately extinguished.\nA fire so large that it exceeds a 20-foot cube is only partly extinguished.\nMagical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source takes 1 point of damage per caster level.","short_description":"Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke...","material_components":"0","name":"Pyrotechnics","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Vigilante 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2","full_text":"<div><p><h5>Pyrotechnics<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2 \/ Vigilante 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates or Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes or No; see text<br\/><\/td><\/tr><\/table><p>\t<p>Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.<br \/>Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights.<br \/>This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates).<br \/>These creatures must have line of sight to the fire to be affected.<br \/>Spell resistance can prevent blindness.<br \/>Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud.<br \/>The cloud spreads 20 feet in all directions and lasts for 1 round per caster level.<br \/>All sight, even darkvision, is ineffective in or through the cloud.<br \/>All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates).<br \/>These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br \/>Spell resistance does not apply.<br \/>Material Component: The spell uses one fire source, which is immediately extinguished.<br \/>A fire so large that it exceeds a 20-foot cube is only partly extinguished.<br \/>Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source takes 1 point of damage per caster level.<\/p><\/p>Reference: Player's Handbook v.3.5 267<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 20-ft. cube\/level (S) or one fire-based magic item","duration":"Instantaneous","saving_throw":"None or Will negates (object)","spell_resistance":"No or Yes (object)","description":"Quench is often used to put out forest fires and other conflagrations.\nIt extinguishes all nonmagical fires in its area.\nThe spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it.\nThe DC to dispel such spells is 11 + the caster level of the fire spell.\nEach elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).\nAlternatively, you can target the spell on a single magic item that creates or controls flame, such as a wand of fireball or a flaming burst sword.\nThe item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save.\n(Artifacts are immune to this effect).","short_description":"Quench is often used to put out forest fires and other conflagrations.","material_components":"0","name":"Quench","level":"Druid 3 \/ Nentyar Hunter 3 \/ Urban Druid 3","full_text":"<div><p><h5>Quench<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Nentyar Hunter 3 \/ Urban Druid 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No or Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Quench is often used to put out forest fires and other conflagrations.<br \/>It extinguishes all nonmagical fires in its area.<br \/>The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it.<br \/>The DC to dispel such spells is 11 + the caster level of the fire spell.<br \/>Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).<br \/>Alternatively, you can target the spell on a single magic item that creates or controls flame, such as a wand of fireball or a flaming burst sword.<br \/>The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save.<br \/>(Artifacts are immune to this effect).<\/p><\/p>Reference: Player's Handbook v.3.5 267<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, AF","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"Casting this spell allows you to prepare additional spells or retain spells recently cast.\nPick one of these two versions when the spell is cast.\nPrepare: You prepare up to three additional levels of spells (such as three 1st-level spells, a 2nd- and a 1st-level spell, or a 3rd-level spell).\nA cantrip counts as 1\/2 level for this purpose.\nYou prepare and cast these spells normally.\nRetain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer.\nThis restores the previously cast spell to your mind.\nIn either event, the spell or spells prepared or retained fade after 24 hours (if not cast).\nMaterial Component: A piece of string, and ink consisting of squid secretion with black dragon's blood.\nFocus: An ivory plaque of at least 50 gp value.","short_description":"Casting this spell allows you to prepare additional spells or retain spells recently cast.","material_components":"0","name":"Rary's Mnemonic Enhancer","level":"Wizard 4 \/ Sha'ir 4 \/ Savant 4","full_text":"<div><p><h5>Rary's Mnemonic Enhancer<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wizard 4 \/ Sha'ir 4 \/ Savant 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>Casting this spell allows you to prepare additional spells or retain spells recently cast.<br \/>Pick one of these two versions when the spell is cast.<br \/>Prepare: You prepare up to three additional levels of spells (such as three 1st-level spells, a 2nd- and a 1st-level spell, or a 3rd-level spell).<br \/>A cantrip counts as 1\/2 level for this purpose.<br \/>You prepare and cast these spells normally.<br \/>Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer.<br \/>This restores the previously cast spell to your mind.<br \/>In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).<br \/>Material Component: A piece of string, and ink consisting of squid secretion with black dragon&#39;s blood.<br \/>Focus: An ivory plaque of at least 50 gp value.<\/p><\/p>Reference: Player's Handbook v.3.5 268<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One willing animal of Small, Medium, Large, or Huge size","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell functions like reduce person, except that it affects a single willing animal (not one with which you are engaged in combat, for instance).\nThis decrease in size allows the animal to fit better into tight spaces, such as the typical dungeon room or subterranean passage.\nReduce the damage dealt by the animal's natural attacks as shown on Table 2-3 in the Dungeon Master's Guide.","short_description":"This spell functions like reduce person, except that it affects a single willing animal (not one with...","material_components":"0","name":"Reduce Animal","level":"Druid 2 \/ Ranger 3","full_text":"<div><p><h5>Reduce Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like reduce person, except that it affects a single willing animal (not one with which you are engaged in combat, for instance).<br \/>This decrease in size allows the animal to fit better into tight spaces, such as the typical dungeon room or subterranean passage.<br \/>Reduce the damage dealt by the animal&#39;s natural attacks as shown on Table 2-3 in the Dungeon Master&#39;s Guide.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.\nThis decrease changes the creature's size category to the next smaller one.\nThe target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.\nA Small humanoid creature whose size decreases to Tiny has a space of 2-1\/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack).\nA Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.\nThis spell doesn't change the target's speed.\nAll equipment worn or carried by a creature is similarly reduced by the spell.\nMelee and projectile weapons deal less damage (see Table 2-3 in the Dungeon Master's Guide).\nOther magical properties are not affected by this spell.\nAny reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.\nThis means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).\nMultiple magical effects that reduce size do not stack, which means (among other things) that you can't use a second casting of this spell to further reduce the size of as humanoid that's still under the effect of the first casting.\nReduce person counters and dispels enlarge person.\nReduce person can be made permanent with a permanency spell.\nMaterial Component: A pinch of powdered iron.","short_description":"This spell causes instant diminution of a humanoid creature, halving its height, length, and width an...","material_components":"0","name":"Reduce Person","level":"Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Jester 1","full_text":"<div><p><h5>Reduce Person<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Sha'ir 1 \/ Jester 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.<br \/>This decrease changes the creature&#39;s size category to the next smaller one.<br \/>The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.<br \/>A Small humanoid creature whose size decreases to Tiny has a space of 2-1\/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent&#39;s square to attack).<br \/>A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.<br \/>This spell doesn&#39;t change the target&#39;s speed.<br \/>All equipment worn or carried by a creature is similarly reduced by the spell.<br \/>Melee and projectile weapons deal less damage (see Table 2-3 in the Dungeon Master&#39;s Guide).<br \/>Other magical properties are not affected by this spell.<br \/>Any reduced item that leaves the reduced creature&#39;s possession (including a projectile or thrown weapon) instantly returns to its normal size.<br \/>This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).<br \/>Multiple magical effects that reduce size do not stack, which means (among other things) that you can&#39;t use a second casting of this spell to further reduce the size of as humanoid that&#39;s still under the effect of the first casting.<br \/>Reduce person counters and dispels enlarge person.<br \/>Reduce person can be made permanent with a permanency spell.<br \/>Material Component: A pinch of powdered iron.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell functions like _reduce person_:spells\/players-handbook-v35--6\/reduce-person--2860\/, except that it affects multiple creatures.","short_description":"This spell functions like _reduce person_:spells\/players-handbook-v35--6\/reduce-person--2860\/, except...","material_components":"0","name":"Reduce Person, Mass","level":"Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4 \/ Jester 4","full_text":"<div><p><h5>Reduce Person, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Sha'ir 4 \/ Jester 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-v35--6\/reduce-person--2860\/><em>reduce person<\/em><\/a>, except that it affects multiple creatures.<\/p><\/p>Reference: Player's Handbook v.3.5 269<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return (see Bringing Back the Dead, page 171).\nIf the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\nSince the dead creature is returning in a new body, all physical ills and afflictions are repaired.\nThe condition of the remains is not a factor.\nSo long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.\nThe magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand.\nThis process takes 1 hour to complete.\nWhen the body is ready, the subject is reincarnated.\nA reincarnated creature recalls the majority of its former life and form.\nIt retains any class abilities, feats, or skill ranks it formerly possessed.\nIts class, base attack bonus, base save bonuses, and hit points are unchanged.\nStrength, Dexterity, and Constitution scores depend partly on the new body.\nFirst eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found belowto its remaining ability scores.\nThe subject's level (or Hit Dice) is reduced by 1.\nIf the subject was 1st level, its new Constitution score is reduced by 2.\n(If this reduction would put its Con at 0 or lower, it can't be reincarnated).\nThis level\/HD loss or Constitution loss cannot be repaired by any means.\nIt's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class.\nIf this is the case, the subject is well advised to become a multiclass character.\nFor a humanoid creature, the new incarnation is determined using the following table.\nFor nonhumanoid creatures, the DM should create a similar table of creatures of the same type or simply choose the new form.\nA creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.\nConstructs, elementals, outsiders, and undead creatures can't be reincarnated.\nThe spell cannot bring back a creature who has died of old age.\nThe reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.\nRefer to the Monster Manual for details.\nA wish or a miracle spell can restore a reincarnated character to his or her original form.\nMaterial Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.","short_description":"With this spell, you bring back a dead creature in another body, provided that its death occurred no ...","material_components":"0","name":"Reincarnate","level":"Druid 4","full_text":"<div><p><h5>Reincarnate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject&#39;s soul is free and willing to return (see Bringing Back the Dead, page 171).<br \/>If the subject&#39;s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.<br \/>Since the dead creature is returning in a new body, all physical ills and afflictions are repaired.<br \/>The condition of the remains is not a factor.<br \/>So long as some small portion of the creature&#39;s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature&#39;s body at the time of death.<br \/>The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand.<br \/>This process takes 1 hour to complete.<br \/>When the body is ready, the subject is reincarnated.<br \/>A reincarnated creature recalls the majority of its former life and form.<br \/>It retains any class abilities, feats, or skill ranks it formerly possessed.<br \/>Its class, base attack bonus, base save bonuses, and hit points are unchanged.<br \/>Strength, Dexterity, and Constitution scores depend partly on the new body.<br \/>First eliminate the subject&#39;s racial adjustments (since it is no longer of his previous race) and then apply the adjustments found belowto its remaining ability scores.<br \/>The subject&#39;s level (or Hit Dice) is reduced by 1.<br \/>If the subject was 1st level, its new Constitution score is reduced by 2.<br \/>(If this reduction would put its Con at 0 or lower, it can&#39;t be reincarnated).<br \/>This level\/HD loss or Constitution loss cannot be repaired by any means.<br \/>It&#39;s possible for the change in the subject&#39;s ability scores to make it difficult for it to pursue its previous character class.<br \/>If this is the case, the subject is well advised to become a multiclass character.<br \/>For a humanoid creature, the new incarnation is determined using the following table.<br \/>For nonhumanoid creatures, the DM should create a similar table of creatures of the same type or simply choose the new form.<br \/>A creature that has been turned into an undead creature or killed by a death effect can&#39;t be returned to life by this spell.<br \/>Constructs, elementals, outsiders, and undead creatures can&#39;t be reincarnated.<br \/>The spell cannot bring back a creature who has died of old age.<br \/>The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn&#39;t automatically speak the language of the new form.<br \/>Refer to the Monster Manual for details.<br \/>A wish or a miracle spell can restore a reincarnated character to his or her original form.<br \/>Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.<\/p><\/p>Reference: Player's Handbook v.3.5 270<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft. line-shaped emanation from you","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range.\nWooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are.\nObjects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy.\nObjects affected by the spell are repelled at the rate of 40 feet per round.\nObjects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along.\n(A creature being dragged by an item it is carrying can let go.\nA creature being dragged by a shield can loose it as a move action and drop it as a free action).\nIf a spear is planted (set) to prevent this forced movement, it splinters.\nEven magic items with wooden sections are repelled, although an antimagic field blocks the effects.\nThe waves of energy continue to sweep down the set path for the spell's duration.\nAfter you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.","short_description":"Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden o...","material_components":"0","name":"Repel Wood","level":"Druid 6 \/ Blighter 5 \/ Urban Druid 6","full_text":"<div><p><h5>Repel Wood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Blighter 5 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range.<br \/>Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are.<br \/>Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy.<br \/>Objects affected by the spell are repelled at the rate of 40 feet per round.<br \/>Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along.<br \/>(A creature being dragged by an item it is carrying can let go.<br \/>A creature being dragged by a shield can loose it as a move action and drop it as a free action).<br \/>If a spear is planted (set) to prevent this forced movement, it splinters.<br \/>Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.<br \/>The waves of energy continue to sweep down the set path for the spell&#39;s duration.<br \/>After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell&#39;s power.<\/p><\/p>Reference: Player's Handbook v.3.5 271<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Up to one 10-ft. cube per two levels (S)","duration":"1 round\/level (D)","saving_throw":"None; see text","spell_resistance":"No","description":"This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round.\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall.\nIf an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends.\nAt the end of the spell duration, affected objects and creatures fall downward.\nProvided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes.\nCreatures who can fly or levitate can keep themselves from falling.\nArcane Material Component: A lodestone and iron filings.","short_description":"This spell reverses gravity in an area, causing all unattached objects and creatures within that area...","material_components":"0","name":"Reverse Gravity","level":"Druid 8 \/ Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7 \/ Urban Druid 8","full_text":"<div><p><h5>Reverse Gravity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8 \/ Sorcerer 7 \/ Wizard 7 \/ Sha'ir 7 \/ Urban Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round.<br \/>If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall.<br \/>If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends.<br \/>At the end of the spell duration, affected objects and creatures fall downward.<br \/>Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes.<br \/>Creatures who can fly or levitate can keep themselves from falling.<br \/>Arcane Material Component: A lodestone and iron filings.<\/p><\/p>Reference: Player's Handbook v.3.5 273<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5\/evil (if you normally channel positive energy) or damage reduction 5\/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10\/evil or 10\/good, and at 15th level it becomes 15\/evil or 15\/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (if your original size was Diminutive, Tiny, Small, Medium, or Large, the modifier decreases by 1; otherwise see Size Modifier, page 134). Use Table 8-4: Creature Size and Scale to determine your new space and reach. This spell doesn't change your speed.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage (see Table 2-2 in the Dungeon Master's Guide). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). \n\nMultiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase your size while you are still under the effect of the first casting.","short_description":"Your height immediately doubles, and your weight increases by a factor of eight.","material_components":"0","name":"Righteous Might","level":"Cleric 5 \/ Runescarred Berserker 4 \/ Nentyar Hunter 5","full_text":"<div><p><h5>Righteous Might<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Runescarred Berserker 4 \/ Nentyar Hunter 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5\/evil (if you normally channel positive energy) or damage reduction 5\/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10\/evil or 10\/good, and at 15th level it becomes 15\/evil or 15\/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (if your original size was Diminutive, Tiny, Small, Medium, or Large, the modifier decreases by 1; otherwise see Size Modifier, page 134). Use Table 8-4: Creature Size and Scale to determine your new space and reach. This spell doesn&#39;t change your speed.<\/p>\n\n\t<p>If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you&#8212;the spell cannot crush you by increasing your size.<\/p>\n\n\t<p>All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage (see Table 2-2 in the Dungeon Master&#39;s Guide). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). <\/p>\n\n\t<p>Multiple magical effects that increase size do not stack, which means (among other things) that you can&#39;t use a second casting of this spell to further increase your size while you are still under the effect of the first casting.<\/p><\/p>Reference: Player's Handbook v.3.5 273<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One touched piece of rope from 5 ft. to 30 ft. long","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end.\nThe upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (planes).\nCreatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.\nThe space holds as many as eight creatures (of any size).\nCreatures in the space can pull the rope up into the space, making the rope disappear.\nIn that case, the rope counts as one of the eight creatures that can fit in the space.\nThe rope can support up to 16,000 pounds.\nA weight greater than that can pull the rope free.\nSpells cannot be cast across the extradimensional interface, nor can area effects cross it.\nThose in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope.\nThe window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it.\nAnything inside the extradimensional space drops out when the spell ends.\nThe rope can be climbed by only one person at a time.\nThe rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.\nNote: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.\nMaterial Component: Powdered corn extract and a twisted loop of parchment.","short_description":"When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into t...","material_components":"0","name":"Rope Trick","level":"Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2 \/ Urban Druid 2","full_text":"<div><p><h5>Rope Trick<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Jester 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end.<br \/>The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (&quot;planes&quot;).<br \/>Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.<br \/>The space holds as many as eight creatures (of any size).<br \/>Creatures in the space can pull the rope up into the space, making the rope &quot;disappear&quot;.<br \/>In that case, the rope counts as one of the eight creatures that can fit in the space.<br \/>The rope can support up to 16,000 pounds.<br \/>A weight greater than that can pull the rope free.<br \/>Spells cannot be cast across the extradimensional interface, nor can area effects cross it.<br \/>Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope.<br \/>The window is present on the Material Plane, but it&#39;s invisible, and even creatures that can see the window can&#39;t see through it.<br \/>Anything inside the extradimensional space drops out when the spell ends.<br \/>The rope can be climbed by only one person at a time.<br \/>The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.<br \/>Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.<br \/>Material Component: Powdered corn extract and a twisted loop of parchment.<\/p><\/p>Reference: Player's Handbook v.3.5 273<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature","effect":"","area":"","duration":"See text","saving_throw":"None","spell_resistance":"No","description":"Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed.\nIf the item is so large that it cannot fit within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius volume of the metal is rusted and destroyed.\nMagic items made of metal are immune to this spell.\nYou may employ rusting grasp in combat with a successful melee touch attack.\nRusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.\nFor example, full plate armor (AC +8) could be reduced to +7 or as low as +2 in protection, depending on the die roll.\nWeapons in use by an opponent targeted by the spell are more difficult to grasp.\nYou must succeed on a melee touch attack against the weapon.\nA metal weapon that is hit is destroyed.\nNote: Striking at an opponent's weapon provokes an attack of opportunity.\nAlso, you must touch the weapon and not the other way around.\nAgainst a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack.\nThe spell lasts for 1 round per level, and you can make one melee touch attack per round.","short_description":"Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectiv...","material_components":"0","name":"Rusting Grasp","level":"Druid 4 \/ Blighter 4 \/ Wu Jen 4 \/ Urban Druid 4","full_text":"<div><p><h5>Rusting Grasp<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Blighter 4 \/ Wu Jen 4 \/ Urban Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed.<br \/>If the item is so large that it cannot fit within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius volume of the metal is rusted and destroyed.<br \/>Magic items made of metal are immune to this spell.<br \/>You may employ rusting grasp in combat with a successful melee touch attack.<br \/>Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.<br \/>For example, full plate armor (AC +8) could be reduced to +7 or as low as +2 in protection, depending on the die roll.<br \/>Weapons in use by an opponent targeted by the spell are more difficult to grasp.<br \/>You must succeed on a melee touch attack against the weapon.<br \/>A metal weapon that is hit is destroyed.<br \/>Note: Striking at an opponent&#39;s weapon provokes an attack of opportunity.<br \/>Also, you must touch the weapon and not the other way around.<br \/>Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack.<br \/>The spell lasts for 1 round per level, and you can make one melee touch attack per round.<\/p><\/p>Reference: Player's Handbook v.3.5 273<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or object\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You change the sounds that creatures or objects make.\nYou can create sounds where none exist (such as making trees sing), deaden sounds (such as making a party of adventurers silent), or transform sounds into other sounds (such as making a caster's voice sound like a pig snorting).\nAll affected creatures or objects must be transmuted in the same way.\nOnce the transmutation is made, you cannot change it.\nYou can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.\nFor instance, you can't change your voice so that it sounds as though you are giving the command word to activate a magic item unless you know that command word.\nA spellcaster whose voice is changed dramatically (such as into that of the aforementioned snorting pig) is unable to cast spells with verbal components.","short_description":"You change the sounds that creatures or objects make.","material_components":"0","name":"Sculpt Sound","level":"Bard 3 \/ Vigilante 3","full_text":"<div><p><h5>Sculpt Sound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Vigilante 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You change the sounds that creatures or objects make.<br \/>You can create sounds where none exist (such as making trees sing), deaden sounds (such as making a party of adventurers silent), or transform sounds into other sounds (such as making a caster&#39;s voice sound like a pig snorting).<br \/>All affected creatures or objects must be transmuted in the same way.<br \/>Once the transmutation is made, you cannot change it.<br \/>You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.<br \/>For instance, you can&#39;t change your voice so that it sounds as though you are giving the command word to activate a magic item unless you know that command word.<br \/>A spellcaster whose voice is changed dramatically (such as into that of the aforementioned snorting pig) is unable to cast spells with verbal components.<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Page touched, up to 3 sq. ft. in size","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"Secret page alters the contents of a page so that they appear to be something entirely different.\nThus, a map can be changed to become a treatise on burnishing ebony walking sticks.\nThe text of a spell can be changed to show a ledger page or even another spell.\nExplosive runes or sepia snake sigil can be cast upon the secret page.\nA comprehend languages spell alone cannot reveal a secret page's contents.\nYou are able to reveal the original contents by speaking a special word.\nYou can then peruse the actual page, and return it to its secret page form at will.\nYou can also remove the spell by double repetition of the special word.\nA detect magic spell reveals dim magic on the page in question but does not reveal its true contents.\nTrue seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages.\nA secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.\nMaterial Component: Powdered herring scales and will-o'-wisp essence.","short_description":"Secret page alters the contents of a page so that they appear to be something entirely different.","material_components":"0","name":"Secret Page","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Ebonmar Infiltrator 3 \/ Vigilante 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3","full_text":"<div><p><h5>Secret Page<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Ebonmar Infiltrator 3 \/ Vigilante 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Secret page alters the contents of a page so that they appear to be something entirely different.<br \/>Thus, a map can be changed to become a treatise on burnishing ebony walking sticks.<br \/>The text of a spell can be changed to show a ledger page or even another spell.<br \/>Explosive runes or sepia snake sigil can be cast upon the secret page.<br \/>A comprehend languages spell alone cannot reveal a secret page&#39;s contents.<br \/>You are able to reveal the original contents by speaking a special word.<br \/>You can then peruse the actual page, and return it to its secret page form at will.<br \/>You can also remove the spell by double repetition of the special word.<br \/>A detect magic spell reveals dim magic on the page in question but does not reveal its true contents.<br \/>True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages.<br \/>A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.<br \/>Material Component: Powdered herring scales and will-o&#39;-wisp essence.<\/p><\/p>Reference: Player's Handbook v.3.5 275<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size.\nThe assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD).\nUnlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.\nYou gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities.\nYou also gain the type of the new form (for example, dragon or magical beast) in place of your own.\nThe new form does not disorient you.\nParts of your body or pieces of equipment that are separated from you do not revert to their original forms.\nYou can become just about anything you are familiar with.\nYou can change form once each round as a free action.\nThe change takes place either immediately before your regular action or immediately after it, but not during the action.\nFor example, you are in combat and assume the form of a will-o'-wisp.\nWhen this form is no longer useful, you change into a stone golem and walk away.\nWhen pursued, you change into a flea, which hides on a horse until it can hop off.\nFrom there, you can become a dragon, an orc, or just about anything else you are familiar with.\nIf you use this spell to create a disguise, you get a +10 bonus on your Disguise check.\nFocus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell.\n(The focus melds into your new form when you change shape).","short_description":"This spell functions like polymorph, except that it enables you to assume the form of any single nonu...","material_components":"0","name":"Shapechange","level":"Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9 \/ Urban Druid 9","full_text":"<div><p><h5>Shapechange<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9 \/ Death Master 9 \/ Urban Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size.<br \/>The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD).<br \/>Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.<br \/>You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities.<br \/>You also gain the type of the new form (for example, dragon or magical beast) in place of your own.<br \/>The new form does not disorient you.<br \/>Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.<br \/>You can become just about anything you are familiar with.<br \/>You can change form once each round as a free action.<br \/>The change takes place either immediately before your regular action or immediately after it, but not during the action.<br \/>For example, you are in combat and assume the form of a will-o&#39;-wisp.<br \/>When this form is no longer useful, you change into a stone golem and walk away.<br \/>When pursued, you change into a flea, which hides on a horse until it can hop off.<br \/>From there, you can become a dragon, an orc, or just about anything else you are familiar with.<br \/>If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.<br \/>Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell.<br \/>(The focus melds into your new form when you change shape).<\/p><\/p>Reference: Player's Handbook v.3.5 277<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched nonmagical oak club or quarterstaff","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.\n(A quarterstaff gains this enhancement for both ends of the weapon).\nIt deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus.\nThese effects only occur when the weapon is wielded by you.\nIf you do not wield it, the weapon behaves as if unaffected by this spell.","short_description":"Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and d...","material_components":"0","name":"Shillelagh","level":"Druid 1","full_text":"<div><p><h5>Shillelagh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.<br \/>(A quarterstaff gains this enhancement for both ends of the weapon).<br \/>It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus.<br \/>These effects only occur when the weapon is wielded by you.<br \/>If you do not wield it, the weapon behaves as if unaffected by this spell.<\/p><\/p>Reference: Player's Handbook v.3.5 278<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched object of up to 2 cu. ft.\/level","effect":"","area":"","duration":"One day\/level; see text","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You are able to shrink one nonmagical item (if it is within the size limit) to 1\/16 of its normal size in each dimension (to about 1\/4,000 the original volume and mass).\nThis change effectively reduces the object's size by four categories (for instance, from Large to Diminutive).\nOptionally, you can also change its now-shrunken composition to a clothlike one.\nObjects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster.\nEven a burning fire and its fuel can be shrunk by this spell.\nRestoring the shrunken object to its normal size and composition ends the spell.\nShrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.","short_description":"You are able to shrink one nonmagical item (if it is within the size limit) to 1\/16 of its normal siz...","material_components":"0","name":"Shrink Item","level":"Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Sha'ir 3 \/ Jester 3 \/ Urban Druid 3 \/ Savant 3 \/ Court Herald 3","full_text":"<div><p><h5>Shrink Item<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Hoardstealer 3 \/ Sha'ir 3 \/ Jester 3 \/ Urban Druid 3 \/ Savant 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One day\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You are able to shrink one nonmagical item (if it is within the size limit) to 1\/16 of its normal size in each dimension (to about 1\/4,000 the original volume and mass).<br \/>This change effectively reduces the object&#39;s size by four categories (for instance, from Large to Diminutive).<br \/>Optionally, you can also change its now-shrunken composition to a clothlike one.<br \/>Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster.<br \/>Even a burning fire and its fuel can be shrunk by this spell.<br \/>Restoring the shrunken object to its normal size and composition ends the spell.<br \/>Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.<\/p><\/p>Reference: Player's Handbook v.3.5 279<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"An affected creature moves and attacks at a drastically slowed rate.\nA slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).\nAdditionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves.\nA slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.\nMultiple slow effects don't stack.\nSlow counters and dispels haste.\nMaterial Component: A drop of molasses.","short_description":"An affected creature moves and attacks at a drastically slowed rate.","material_components":"0","name":"Slow","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Sha'ir 3 \/ Death Master 3 \/ Jester 3","full_text":"<div><p><h5>Slow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 3 \/ Beguiler 3 \/ Sha'ir 3 \/ Death Master 3 \/ Jester 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An affected creature moves and attacks at a drastically slowed rate.<br \/>A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).<br \/>Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves.<br \/>A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature&#39;s jumping distance as normal for decreased speed.<br \/>Multiple slow effects don&#39;t stack.<br \/>Slow counters and dispels haste.<br \/>Material Component: A drop of molasses.<\/p><\/p>Reference: Player's Handbook v.3.5 280<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"3 rounds","range":"Touch","target":"Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft.\/level","effect":"","area":"","duration":"Until triggered or broken","saving_throw":"None","spell_resistance":"No","description":"This spell enables you to make a snare that functions as a magic trap.\nThe snare can be made from any supple vine, a thong, or a rope.\nWhen you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate).\nOne end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.\n(The head of a worm or a snake could be thus ensnared, for example).\nIf a strong and supple tree is nearby, the snare can be fastened to it.\nThe spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs.\nIf no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.\nThe snare is magical.\nTo escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action.\nThe snare has AC 7 and 5 hit points.\nA successful escape from the snare breaks the loop and ends the spell.","short_description":"This spell enables you to make a snare that functions as a magic trap.","material_components":"0","name":"Snare","level":"Ranger 2 \/ Druid 3 \/ Nentyar Hunter 1","full_text":"<div><p><h5>Snare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2 \/ Druid 3 \/ Nentyar Hunter 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until triggered or broken<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell enables you to make a snare that functions as a magic trap.<br \/>The snare can be made from any supple vine, a thong, or a rope.<br \/>When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate).<br \/>One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.<br \/>(The head of a worm or a snake could be thus ensnared, for example).<br \/>If a strong and supple tree is nearby, the snare can be fastened to it.<br \/>The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs.<br \/>If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.<br \/>The snare is magical.<br \/>To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action.<br \/>The snare has AC 7 and 5 hit points.<br \/>A successful escape from the snare breaks the loop and ends the spell.<\/p><\/p>Reference: Player's Handbook v.3.5 280<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft. square\/level; see text","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.\nWet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped.\nYou affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM's option).\nMagical, enchanted, dressed, or worked stone cannot be affected.\nEarth or stone creatures are not affected.\nA creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells.\nA creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.\nLoose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface.\nStone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.\nFor example, a party of adventurers trying to break out of a cavern might use this spell to soften a wall.\nWhile soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected.\nUsually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.\nA moderate amount of structural damage can be dealt to a manufactured structure (such as a wall or a tower) by softening the ground beneath it, causing it to settle.\nHowever, most well-built structures will only be damaged by this spell, not destroyed.","short_description":"When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.","material_components":"0","name":"Soften Earth and Stone","level":"Druid 2 \/ Death Master 2","full_text":"<div><p><h5>Soften Earth and Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Death Master 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When this spell is cast, all natural, undressed earth or stone in the spell&#39;s area is softened.<br \/>Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped.<br \/>You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM&#39;s option).<br \/>Magical, enchanted, dressed, or worked stone cannot be affected.<br \/>Earth or stone creatures are not affected.<br \/>A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells.<br \/>A creature that succeeds on its save can move through the mud at half speed, and it can&#39;t run or charge.<br \/>Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can&#39;t run or charge over the surface.<br \/>Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.<br \/>For example, a party of adventurers trying to break out of a cavern might use this spell to soften a wall.<br \/>While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected.<br \/>Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.<br \/>A moderate amount of structural damage can be dealt to a manufactured structure (such as a wall or a tower) by softening the ground beneath it, causing it to settle.<br \/>However, most well-built structures will only be damaged by this spell, not destroyed.<\/p><\/p>Reference: Player's Handbook v.3.5 280<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"10 minutes","range":"Touch","target":"Wooden quarterstaff touched","effect":"","area":"","duration":"Permanent until discharged (D)","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You store one spell that you can normally cast in a wooden quarterstaff.\nOnly one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time.\nYou can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day.\nYou use up any applicable material components required to cast the spell when you store it in the spellstaff.\nFocus: The staff that stores the spell.","short_description":"You store one spell that you can normally cast in a wooden quarterstaff.","material_components":"0","name":"Spellstaff","level":"Druid 6 \/ Urban Druid 6","full_text":"<div><p><h5>Spellstaff<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent until discharged (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You store one spell that you can normally cast in a wooden quarterstaff.<br \/>Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time.<br \/>You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day.<br \/>You use up any applicable material components required to cast the spell when you store it in the spellstaff.<br \/>Focus: The staff that stores the spell.<\/p><\/p>Reference: Player's Handbook v.3.5 282<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.\nThe affected creature must have its hands free to climb in this manner.\nThe subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down).\nA spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.\nIt cannot, however, use the run action while climbing.\nMaterial Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.","short_description":"The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider d...","material_components":"0","name":"Spider Climb","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Hoardstealer 2 \/ Ebonmar Infiltrator 2 \/ Slayer of Domiel 1 \/ Fatemaker 2 \/ Beguiler 2 \/ Duskblade 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Urban Druid 2 \/ Court Herald 2","full_text":"<div><p><h5>Spider Climb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2 \/ Hoardstealer 2 \/ Ebonmar Infiltrator 2 \/ Slayer of Domiel 1 \/ Fatemaker 2 \/ Beguiler 2 \/ Duskblade 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Death Master 2 \/ Jester 2 \/ Urban Druid 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.<br \/>The affected creature must have its hands free to climb in this manner.<br \/>The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down).<br \/>A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.<br \/>It cannot, however, use the run action while climbing.<br \/>Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.<\/p><\/p>Reference: Player's Handbook v.3.5 283<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 20-ft. square\/level","duration":"1 hour\/level (D)","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.\nIn areas of bare earth, roots and rootlets act in the same way.\nTypically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone.\nAny creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.\nAny creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half.\nThis speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).\nAnother character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.\nSpike growth can't be disabled with the Disable Device skill.\nNote:Magic traps such as spike growth are hard to detect.\nA rogue (only) can use the Search skill to find a spike growth.\nThe DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).","short_description":"Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without chan...","material_components":"0","name":"Spike Growth","level":"Druid 3 \/ Ranger 2","full_text":"<div><p><h5>Spike Growth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Any ground-covering vegetation in the spell&#39;s area becomes very hard and sharply pointed without changing its appearance.<br \/>In areas of bare earth, roots and rootlets act in the same way.<br \/>Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone.<br \/>Any creature moving on foot into or through the spell&#39;s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.<br \/>Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half.<br \/>This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).<br \/>Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell&#39;s save DC.<br \/>Spike growth can&#39;t be disabled with the Disable Device skill.<br \/>Note:Magic traps such as spike growth are hard to detect.<br \/>A rogue (only) can use the Search skill to find a spike growth.<br \/>The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).<\/p><\/p>Reference: Player's Handbook v.3.5 283<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 20-ft. square\/level","duration":"1 hour\/level (D)","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.\nSpike stones impede progress through an area and deal damage.\nAny creature moving on foot into or through the spell's area moves at half speed.\nIn addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.\nAny creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs.\nA failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).\nAnother character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.\nSpike stones is a magic trap that can't be disabled with the Disable Device skill.\nNote:Magic traps such as spike stones are hard to detect.\nA rogue (only) can use the Search skill to find spike stones.\nThe DC is 25 + spell level, or DC 29 for spike stones.","short_description":"Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend ...","material_components":"0","name":"Spike Stones","level":"Druid 4","full_text":"<div><p><h5>Spike Stones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.<br \/>Spike stones impede progress through an area and deal damage.<br \/>Any creature moving on foot into or through the spell&#39;s area moves at half speed.<br \/>In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.<br \/>Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs.<br \/>A failed save causes the creature&#39;s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).<br \/>Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell&#39;s save DC.<br \/>Spike stones is a magic trap that can&#39;t be disabled with the Disable Device skill.<br \/>Note:Magic traps such as spike stones are hard to detect.<br \/>A rogue (only) can use the Search skill to find spike stones.<br \/>The DC is 25 + spell level, or DC 29 for spike stones.<\/p><\/p>Reference: Player's Handbook v.3.5 283<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried.\nIn statue form, the subject gains hardness 8.\nThe subject retains its own hit points.\nThe subject can see, hear, and smell normally, but it does not need to eat or breathe.\nFeeling is limited to those sensations that can affect the granite-hard substance of the individual's body.\nChipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.\nThe subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.\nMaterial Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.","short_description":"A statue spell turns the subject to solid stone, along with any garments and equipment worn or carrie...","material_components":"0","name":"Statue","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Urban Druid 7","full_text":"<div><p><h5>Statue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried.<br \/>In statue form, the subject gains hardness 8.<br \/>The subject retains its own hit points.<br \/>The subject can see, hear, and smell normally, but it does not need to eat or breathe.<br \/>Feeling is limited to those sensations that can affect the granite-hard substance of the individual&#39;s body.<br \/>Chipping is equal to a mere scratch, but breaking off one of the statue&#39;s arms constitutes serious damage.<br \/>The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.<br \/>Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.<\/p><\/p>Reference: Player's Handbook v.3.5 284<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft.\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You can form an existing piece of stone into any shape that suits your purpose.\nFor example, you can make a stone weapon, a special trapdoor, or a crude idol.\nStone shape also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut.\nWhile it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible.\nThere is a 30% chance that any shape including moving parts simply doesn't work.\nArcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.","short_description":"You can form an existing piece of stone into any shape that suits your purpose.","material_components":"0","name":"Stone Shape","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Trapsmith 2 \/ Wu Jen 5 \/ Death Master 3 \/ Sha'ir 4","full_text":"<div><p><h5>Stone Shape<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Trapsmith 2 \/ Wu Jen 5 \/ Death Master 3 \/ Sha'ir 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can form an existing piece of stone into any shape that suits your purpose.<br \/>For example, you can make a stone weapon, a special trapdoor, or a crude idol.<br \/>Stone shape also permits you to reshape a stone door to make an exit where one didn&#39;t exist or to seal a door shut.<br \/>While it&#39;s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn&#39;t possible.<br \/>There is a 30% chance that any shape including moving parts simply doesn&#39;t work.<br \/>Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.<\/p><\/p>Reference: Player's Handbook v.3.5 284<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (object); see text","spell_resistance":"Yes","description":"This spell restores a petrified creature to its normal state, restoring life and goods.\nThe creature must make a DC 15 Fortitude save to survive the process.\nAny petrified creature, regardless of size, can be restored.\nThe spell also can convert a mass of stone into a fleshy\nsubstance.\nSuch flesh is inert and lacking a vital life force unless a life force or magical energy is available.\n(For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse).\nYou can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.\nMaterial Component: A pinch of earth and a drop of blood.","short_description":"This spell restores a petrified creature to its normal state, restoring life and goods.","material_components":"0","name":"Stone to Flesh","level":"Sorcerer 6 \/ Wizard 6 \/ Healer 5 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6","full_text":"<div><p><h5>Stone to Flesh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Healer 5 \/ Wu Jen 6 \/ Sha'ir 6 \/ Urban Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell restores a petrified creature to its normal state, restoring life and goods.<br \/>The creature must make a DC 15 Fortitude save to survive the process.<br \/>Any petrified creature, regardless of size, can be restored.<br \/>The spell also can convert a mass of stone into a fleshy<br \/>substance.<br \/>Such flesh is inert and lacking a vital life force unless a life force or magical energy is available.<br \/>(For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse).<br \/>You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.<br \/>Material Component: A pinch of earth and a drop of blood.<\/p><\/p>Reference: Player's Handbook v.3.5 285<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"See text","effect":"","area":"","duration":"Concentration (up to 1 round\/level) or instantaneous; see text","saving_throw":"Will negates (object) or None; see text","spell_resistance":"Yes (object); see text","description":"You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.\n\n_Sustained Force:_ A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.\n\nThis version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.\n\nAn object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require  Intelligence checks against a DC set by the DM.\n\n_Combat Maneuver:_ Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you  cease concentration.\n\n_Violent Thrust:_ Alternatively, the spell energy can be spent in a single round. You can hurl one object  or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).\n\nYou must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects such as a barrel) to 1d6 points of damage per 25 pounds (for hard, dense objects such as a boulder).\n\nCreatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves  (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).","short_description":"You move objects or creatures by concentrating on them.","material_components":"0","name":"Telekinesis","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5","full_text":"<div><p><h5>Telekinesis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (up to 1 round\/level) or instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object) or None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object); see text<br\/><\/td><\/tr><\/table><p>\t<p>You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.<\/p>\n\n\t<p><em>Sustained Force:<\/em> A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.<\/p>\n\n\t<p>This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.<\/p>\n\n\t<p>An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require  Intelligence checks against a DC set by the DM.<\/p>\n\n\t<p><em>Combat Maneuver:<\/em> Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don&#39;t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn&#39;t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you  cease concentration.<\/p>\n\n\t<p><em>Violent Thrust:<\/em> Alternatively, the spell energy can be spent in a single round. You can hurl one object  or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).<\/p>\n\n\t<p>You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects such as a barrel) to 1d6 points of damage per 25 pounds (for hard, dense objects such as a boulder).<\/p>\n\n\t<p>Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves  (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).<\/p><\/p>Reference: Player's Handbook v.3.5 292<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You must succeed on a melee touch attack.\nYou place the subject into a state of suspended animation.\nFor the creature, time ceases to flow and its condition becomes fixed.\nThe creature does not grow older.\nIts body functions virtually cease, and no force or effect can harm it.\nThis state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).\nMaterial Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.","short_description":"You must succeed on a melee touch attack.","material_components":"0","name":"Temporal Stasis","level":"Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8","full_text":"<div><p><h5>Temporal Stasis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8 \/ Sha'ir 8 \/ Death Master 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You must succeed on a melee touch attack.<br \/>You place the subject into a state of suspended animation.<br \/>For the creature, time ceases to flow and its condition becomes fixed.<br \/>The creature does not grow older.<br \/>Its body functions virtually cease, and no force or effect can harm it.<br \/>This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).<br \/>Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.<\/p><\/p>Reference: Player's Handbook v.3.5 293<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You become a virtual fighting machine--stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.\n\nYou gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).\n\nYou lose your spellcasting ability, including your ability to use spell activation or spell completion magic  items, just as if the spells were no longer on your class list.\n\nMaterial Component: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).","short_description":"You become a virtual fighting machine--stronger, tougher, faster, and more skilled in combat.","material_components":"0","name":"Tenser's Transformation","level":"Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Sha'ir 6","full_text":"<div><p><h5>Tenser's Transformation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Warmage 6 \/ Sha'ir 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You become a virtual fighting machine&#8212;stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can&#39;t cast spells, even from magic items.<\/p>\n\n\t<p>You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).<\/p>\n\n\t<p>You lose your spellcasting ability, including your ability to use spell activation or spell completion magic  items, just as if the spells were no longer on your class list.<\/p>\n\n\t<p>Material Component: A potion of bull&#39;s strength, which you drink (and whose effects are subsumed by the spell effects).<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1d4+1 rounds (apparent time); see text","saving_throw":"","spell_resistance":"","description":"This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the _time stop_ is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the _time stop_ (such as _cloudkill_:spells\/players-handbook-v35--6\/cloudkill--2374\/) have their normal effects on other creatures once the _time stop_ ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.\n\nYou cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.\n\nYou are undetectable while _time stop_ lasts. You cannot enter an area protected by an _antimagic field_:spells\/players-handbook-v35--6\/antimagic-field--2301\/ while under the effect of _time stop_.","short_description":"This spell seems to make time cease to flow for everyone but you.","material_components":"0","name":"Time Stop","level":"Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9","full_text":"<div><p><h5>Time Stop<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Beguiler 9 \/ Wu Jen 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4+1 rounds (apparent time); see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the <em>time stop<\/em> is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the <em>time stop<\/em> (such as <a href=\/spells\/players-handbook-v35--6\/cloudkill--2374\/><em>cloudkill<\/em><\/a>) have their normal effects on other creatures once the <em>time stop<\/em> ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.<\/p>\n\n\t<p>You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature&#39;s possession.<\/p>\n\n\t<p>You are undetectable while <em>time stop<\/em> lasts. You cannot enter an area protected by an <a href=\/spells\/players-handbook-v35--6\/antimagic-field--2301\/><em>antimagic field<\/em><\/a> while under the effect of <em>time stop<\/em>.<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"All metal objects within a 40-ft.-radius burst","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes (object; see text)","description":"This spell enables you to change all metal objects within its area to wood.\nWeapons, armor, and other metal objects carried by creatures are affected as well.\nA magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell.\nArtifacts cannot be transmuted.\nWeapons converted from metal to wood take a -2 penalty on attack and damage rolls.\nThe armor bonus of any armor converted from metal to wood is reduced by 2.\nWeapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.\nOnly limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.\nOtherwise, for example, a metal door changed to wood is forevermore a wooden door.","short_description":"This spell enables you to change all metal objects within its area to wood.","material_components":"0","name":"Transmute Metal to Wood","level":"Druid 7 \/ Wu Jen 7 \/ Urban Druid 7","full_text":"<div><p><h5>Transmute Metal to Wood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7 \/ Wu Jen 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object; see text)<br\/><\/td><\/tr><\/table><p>\t<p>This spell enables you to change all metal objects within its area to wood.<br \/>Weapons, armor, and other metal objects carried by creatures are affected as well.<br \/>A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell.<br \/>Artifacts cannot be transmuted.<br \/>Weapons converted from metal to wood take a -2 penalty on attack and damage rolls.<br \/>The armor bonus of any armor converted from metal to wood is reduced by 2.<br \/>Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.<br \/>Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.<br \/>Otherwise, for example, a metal door changed to wood is forevermore a wooden door.<\/p><\/p>Reference: Player's Handbook v.3.5 294<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Up to two 10-ft. cubes\/level (S)","duration":"Permanent","saving_throw":"See text","spell_resistance":"No","description":"This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.\nAny creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.\nTransmute mud to rock counters and dispels transmute rock to mud.\nArcane Material Component: Sand, lime, and water.","short_description":"This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mi...","material_components":"0","name":"Transmute Mud to Rock","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Blighter 4 \/ Sha'ir 5 \/ Urban Druid 5","full_text":"<div><p><h5>Transmute Mud to Rock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Blighter 4 \/ Sha'ir 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.<br \/>Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.<br \/>Transmute mud to rock counters and dispels transmute rock to mud.<br \/>Arcane Material Component: Sand, lime, and water.<\/p><\/p>Reference: Player's Handbook v.3.5 295<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Up to two 10-ft. cubes\/level (S)","duration":"Permanent; see text","saving_throw":"See text","spell_resistance":"No","description":"This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud.\nIf the spell is cast upon a boulder, for example, the boulder collapses into mud.\nMagical stone is not affected by the spell.\nThe depth of the mud created cannot exceed 10 feet.\nA creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC.\nBrush thrown atop the mud can support creatures able to climb on top of it.\nCreatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.\nIf transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet.\nFor example, a 10th-level caster could convert twenty 10-foot cubes into mud.\nPooling on the floor, this mud would cover an area of forty 10-foot squares to a depth of 5 feet.\nThe falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.\nCastles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations.\nHowever, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.\nThe mud remains until a successful dispel magic or transmute mud to rock spell restores its substance--but not necessarily its form.\nEvaporation turns the mud to normal dirt over a period of days.\nThe exact time depends on exposure to the sun, wind, and normal drainage.\nArcane Material Component: Clay and water.","short_description":"This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud.","material_components":"0","name":"Transmute Rock to Mud","level":"Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Blighter 4 \/ Sha'ir 5 \/ Urban Druid 5","full_text":"<div><p><h5>Transmute Rock to Mud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 5 \/ Wizard 5 \/ Blighter 4 \/ Sha'ir 5 \/ Urban Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud.<br \/>If the spell is cast upon a boulder, for example, the boulder collapses into mud.<br \/>Magical stone is not affected by the spell.<br \/>The depth of the mud created cannot exceed 10 feet.<br \/>A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC.<br \/>Brush thrown atop the mud can support creatures able to climb on top of it.<br \/>Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.<br \/>If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet.<br \/>For example, a 10th-level caster could convert twenty 10-foot cubes into mud.<br \/>Pooling on the floor, this mud would cover an area of forty 10-foot squares to a depth of 5 feet.<br \/>The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.<br \/>Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can&#39;t affect worked stone and doesn&#39;t reach deep enough to undermine such buildings&#39; foundations.<br \/>However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.<br \/>The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance&#8212;but not necessarily its form.<br \/>Evaporation turns the mud to normal dirt over a period of days.<br \/>The exact time depends on exposure to the sun, wind, and normal drainage.<br \/>Arcane Material Component: Clay and water.<\/p><\/p>Reference: Player's Handbook v.3.5 295<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.\nThe closest inspection cannot reveal that the tree in question is actually a magically concealed creature.\nTo all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree.\nWhile in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected.\nYou gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet.\nYou are immune to critical hits while in tree form.\nAll clothing and gear carried or worn changes with you.\nYou can dismiss tree shape as a free action (instead of as a standard action).","short_description":"By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large de...","material_components":"0","name":"Tree Shape","level":"Druid 2 \/ Ranger 3 \/ Nentyar Hunter 2","full_text":"<div><p><h5>Tree Shape<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 3 \/ Nentyar Hunter 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.<br \/>The closest inspection cannot reveal that the tree in question is actually a magically concealed creature.<br \/>To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree.<br \/>While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected.<br \/>You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet.<br \/>You are immune to critical hits while in tree form.<br \/>All clothing and gear carried or worn changes with you.<br \/>You can dismiss tree shape as a free action (instead of as a standard action).<\/p><\/p>Reference: Player's Handbook v.3.5 296<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 min.","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains 1 temporary hit point.","short_description":"The subject gains 1 temporary hit point.","material_components":"0","name":"Virtue","level":"Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Death Master 0 \/ Urban Druid 0","full_text":"<div><p><h5>Virtue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Paladin 1 \/ Death Master 0 \/ Urban Druid 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains 1 temporary hit point.<\/p><\/p>Reference: Player's Handbook v.3.5 298<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1 Small wooden object\/level, all within a 20-ft. radius","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"You cause wood to bend and warp, permanently destroying its straightness, form, and strength.\nA warped door springs open (or becomes stuck, requiring a Strength check to open, at your option).\nA boat or ship springs a leak.\nWarped ranged weapons are useless.\nA warped melee weapon causes a -4 penalty on attack rolls.\nYou may warp one Small or smaller object (such as a wagon wheel or a human's crossbow) or its equivalent per caster level.\nA Medium object (such as an oar or a human's spear) counts as two Small objects, a Large object (such as a rowboat or a hill giant's greatclub) as four, a Huge object (such as a wagon or a cloud giant's morningstar) as eight, a Gargantuan object (such as a keelboat) as sixteen, and a Colossal object (such as a sailing ship) as thirty-two.\nAlternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means.\nMake whole, on the other hand, does no good in repairing a warped item.\nYou can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.\nUntil the object is completely warped, it suffers no ill effects.","short_description":"You cause wood to bend and warp, permanently destroying its straightness, form, and strength.","material_components":"0","name":"Warp Wood","level":"Druid 2 \/ Blighter 2 \/ Wu Jen 2 \/ Urban Druid 2","full_text":"<div><p><h5>Warp Wood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Blighter 2 \/ Wu Jen 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You cause wood to bend and warp, permanently destroying its straightness, form, and strength.<br \/>A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option).<br \/>A boat or ship springs a leak.<br \/>Warped ranged weapons are useless.<br \/>A warped melee weapon causes a -4 penalty on attack rolls.<br \/>You may warp one Small or smaller object (such as a wagon wheel or a human&#39;s crossbow) or its equivalent per caster level.<br \/>A Medium object (such as an oar or a human&#39;s spear) counts as two Small objects, a Large object (such as a rowboat or a hill giant&#39;s greatclub) as four, a Huge object (such as a wagon or a cloud giant&#39;s morningstar) as eight, a Gargantuan object (such as a keelboat) as sixteen, and a Colossal object (such as a sailing ship) as thirty-two.<br \/>Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means.<br \/>Make whole, on the other hand, does no good in repairing a warped item.<br \/>You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.<br \/>Until the object is completely warped, it suffers no ill effects.<\/p><\/p>Reference: Player's Handbook v.3.5 300<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Living creatures touched","effect":"","area":"","duration":"2 hours\/level; see text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The transmuted creatures can breathe water freely.\nDivide the duration evenly among all the creatures you touch.\nThe spell does not make creatures unable to breathe air.\nArcane Material Component: A short reed or piece of straw.","short_description":"The transmuted creatures can breathe water freely.","material_components":"0","name":"Water Breathing","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3","full_text":"<div><p><h5>Water Breathing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3 \/ Sha'ir 3 \/ Savant 3 \/ Court Herald 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creatures can breathe water freely.<br \/>Divide the duration evenly among all the creatures you touch.<br \/>The spell does not make creatures unable to breathe air.<br \/>Arcane Material Component: A short reed or piece of straw.<\/p><\/p>Reference: Player's Handbook v.3.5 300<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched creature\/level","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The transmuted creatures can tread on any liquid as if it were firm ground.\nMud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface.\n(Creatures crossing molten lava still take damage from the heat because they are near it).\nThe subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.\nIf the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.","short_description":"The transmuted creatures can tread on any liquid as if it were firm ground.","material_components":"0","name":"Water Walk","level":"Cleric 3 \/ Ranger 3","full_text":"<div><p><h5>Water Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creatures can tread on any liquid as if it were firm ground.<br \/>Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects&#39; feet hover an inch or two above the surface.<br \/>(Creatures crossing molten lava still take damage from the heat because they are near it).<br \/>The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.<br \/>If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.<\/p><\/p>Reference: Player's Handbook v.3.5 300<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"1 mile\/level","target":"","effect":"","area":"10-ft.-radius spread","duration":"No more than 1 hour\/level or until discharged (destination is reached)","saving_throw":"None","spell_resistance":"No","description":"You send a message or sound on the wind to a designated spot.\nThe whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location.\n(It can't pass through walls, for instance).\nA whispering wind is as gentle and unnoticed as a zephyr until it reaches the location.\nIt then delivers its whisper-quiet message or other sound.\nNote that the message is delivered regardless of whether anyone is present to hear it.\nThe wind then dissipates.\nYou can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.\nYou can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.\nWhen the spell reaches its objective, it swirls and remains in place until the message is delivered.\nAs with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.","short_description":"You send a message or sound on the wind to a designated spot.","material_components":"0","name":"Whispering Wind","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Savant 2 \/ Court Herald 2","full_text":"<div><p><h5>Whispering Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Wu Jen 2 \/ Sha'ir 2 \/ Savant 2 \/ Court Herald 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>No more than 1 hour\/level or until discharged (destination is reached)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You send a message or sound on the wind to a designated spot.<br \/>The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location.<br \/>(It can&#39;t pass through walls, for instance).<br \/>A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location.<br \/>It then delivers its whisper-quiet message or other sound.<br \/>Note that the message is delivered regardless of whether anyone is present to hear it.<br \/>The wind then dissipates.<br \/>You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.<br \/>You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.<br \/>When the spell reaches its objective, it swirls and remains in place until the message is delivered.<br \/>As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.<\/p><\/p>Reference: Player's Handbook v.3.5 301<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"You and one touched creature per three levels","effect":"","area":"","duration":"1 hour\/level (D); see text","saving_throw":"No and Will negates (harmless)","spell_resistance":"No and Yes (harmless)","description":"You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed.\nYou can take other creatures with you, each of which acts independently.\nNormally, a wind walker flies at a speed of 10 feet with perfect maneuverability.\nIf desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability.\nWind walkers are not invisible but rather appear misty and translucent.\nIf fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.\nA wind walker can regain its physical form as desired and later resume the cloud form.\nEach change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form).\nAs noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.\nFor the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes.\nThis descent serves as a warning that the spell is about to end.","short_description":"You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move throug...","material_components":"0","name":"Wind Walk","level":"Cleric 6 \/ Druid 7 \/ Urban Druid 7","full_text":"<div><p><h5>Wind Walk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 7 \/ Urban Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No and Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No and Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed.<br \/>You can take other creatures with you, each of which acts independently.<br \/>Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability.<br \/>If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability.<br \/>Wind walkers are not invisible but rather appear misty and translucent.<br \/>If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.<br \/>A wind walker can regain its physical form as desired and later resume the cloud form.<br \/>Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form).<br \/>As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.<br \/>For the last minute of the spell&#39;s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes.<br \/>This descent serves as a warning that the spell is about to end.<\/p><\/p>Reference: Player's Handbook v.3.5 302<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft.\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.\nFor example, you can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol.\nThis spell also permits you to reshape a wood door to make an exit where one didn't exist or to seal a door shut.\nWhile it is possible to make crude coffers, doors, and so forth, fine detail isn't possible.\nThere is a 30% chance that any shape that includes moving parts simply doesn't work.","short_description":"Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.","material_components":"0","name":"Wood Shape","level":"Druid 2 \/ Wu Jen 2 \/ Urban Druid 2","full_text":"<div><p><h5>Wood Shape<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Wu Jen 2 \/ Urban Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.<br \/>For example, you can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol.<br \/>This spell also permits you to reshape a wood door to make an exit where one didn&#39;t exist or to seal a door shut.<br \/>While it is possible to make crude coffers, doors, and so forth, fine detail isn&#39;t possible.<br \/>There is a 30% chance that any shape that includes moving parts simply doesn&#39;t work.<\/p><\/p>Reference: Player's Handbook v.3.5 303<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"One personal rune or mark, all of which must fit within 1 sq. ft.","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.\nThe writing can be visible or invisible.\nAn arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which it is placed.\nIf an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.\nSee invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.\nA read magic spell reveals the words, if any.\nThe mark cannot be dispelled, but it can be removed by the caster or by an erase spell.\nIf an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.\nArcane mark must be cast on an object prior to casting Drawmij's instant summons on the same object (see that spell description for details).","short_description":"This spell allows you to inscribe your personal rune or mark, which can consist of no more than six c...","material_components":"0","name":"Arcane Mark","level":"Sorcerer 0 \/ Wizard 0 \/ Wu Jen 0 \/ Death Master 0 \/ Sha'ir 0 \/ Court Herald 0","full_text":"<div><p><h5>Arcane Mark<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 0 \/ Wizard 0 \/ Wu Jen 0 \/ Death Master 0 \/ Sha'ir 0 \/ Court Herald 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One personal rune or mark, all of which must fit within 1 sq. ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.<br \/>The writing can be visible or invisible.<br \/>An arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which it is placed.<br \/>If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.<br \/>See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.<br \/>A read magic spell reveals the words, if any.<br \/>The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.<br \/>If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.<br \/>Arcane mark must be cast on an object prior to casting Drawmij&#39;s instant summons on the same object (see that spell description for details).<\/p><\/p>Reference: Player's Handbook v.3.5 201<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S, XP","casting_time":"1 standard action","range":"See text","target":"See text","effect":"","area":"","duration":"See text","saving_throw":"None; see text","spell_resistance":"Yes","description":"A limited wish lets you create nearly any type of effect.\nFor example, a limited wish can do any of the following things.\n* Duplicate any sorcerer\/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any sorcerer\/wizard spell of 5th level or lower, even if it's of a prohibited school.\n* Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.\n* Undo the harmful effects of many spells, such as geas\/quest or insanity.\n* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.\nA duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.\n\nXP Cost: 300 XP or more (see above).","short_description":"A limited wish lets you create nearly any type of effect.","material_components":"0","name":"Limited Wish","level":"Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7","full_text":"<div><p><h5>Limited Wish<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7 \/ Sha'ir 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A limited wish lets you create nearly any type of effect.<br \/>For example, a limited wish can do any of the following things.\n\t<ul>\n\t\t<li>Duplicate any sorcerer\/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.<\/li>\n\t\t<li>Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.<\/li>\n\t\t<li>Duplicate any sorcerer\/wizard spell of 5th level or lower, even if it&#39;s of a prohibited school.<\/li>\n\t\t<li>Duplicate any other spell of 4th level or lower, even if it&#39;s of a prohibited school.<\/li>\n\t\t<li>Undo the harmful effects of many spells, such as geas\/quest or insanity.<\/li>\n\t\t<li>Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.<\/li>\n\t<\/ul><br \/>A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.<\/p>\n\n\t<p>XP Cost: 300 XP or more (see above).<\/p><\/p>Reference: Player's Handbook v.3.5 248<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S, XP","casting_time":"2 rounds","range":"See text","target":"See text","effect":"See text","area":"See text","duration":"Permanent; see text","saving_throw":"None","spell_resistance":"No","description":"This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.\n\nYou can make the following spells permanent in regard to yourself.\n\n|_. Spell |_. Minimum Caster Level |_. XP Cost |\n| _Arcane sight_ | 11th | 1,500 XP |\n| _Comprehend languages_ | 9th | 500 XP |\n| _Darkvision_ | 10th | 1,000 XP |\n| _Detect magic_ | 9th | 500 XP |\n| _Read magic_ | 9th | 500 XP |\n| _See invisibility_ | 10th | 1,000 XP |\n| _Tongues_ | 11th | 1,500 XP |\n\nYou cast the desired spell and then follow it with the _permanency_ spell. You cannot cast these spells on other creatures. This application of _permanency_ can be dispelled only by a caster of higher level than you were when you cast the spell.\n\nIn addition to personal use, _permanency_ can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).\n\n|_. Spell |_. Minimum Caster Level |_. XP Cost |\n| _Enlarge person_ | 9th | 500 XP |\n| _Magic fang_ | 9th | 500 XP |\n| _Magic fang, greater_ | 11th | 1,500 XP |\n| _Rary's telepathic bond_ ^1^ | 13th | 2,500 XP |\n| _Reduce person_ | 9th | 500 XP |\n| _Resistance_ | 9th | 500 XP |\n\n^1^ Only bonds two creatures per casting of permanency.\n\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent.\n\n|_. Spell |_. Minimum Caster Level |_. XP Cost |\n| _Alarm_ | 9th | 500 XP |\n| _Animate objects_ | 14th | 3,000 XP |\n| _Dancing lights_ | 9th | 500 XP |\n| _Ghost sound_ | 9th | 500 XP |\n| _Gust of wind_ | 11th | 1,500 XP |\n| _Invisibility_ | 10th | 1,000 XP |\n| _Magic mouth_ | 10th | 1,000 XP |\n| _Mordenkainen's private sanctum_ | 13th | 2,500 XP |\n| _Phase door_ | 15th | 3,500 XP |\n| _Prismatic sphere_ | 17th | 4,500 XP |\n| _Prismatic wall_ | 16th | 4,000 XP |\n| _Shrink item_ | 11th | 1,500 XP |\n| _Solid fog_ | 12th | 2,000 XP |\n| _Stinking cloud_ | 11th | 1,500 XP |\n| _Symbol of death_ | 16th | 4,000 XP |\n| _Symbol of fear_ | 14th | 3,000 XP |\n| _Symbol of insanity_ | 16th | 4,000 XP |\n| _Symbol of pain_ | 13th | 2,500 XP |\n| _Symbol of persuasion_ | 14th | 3,000 XP |\n| _Symbol of sleep_ | 16th | 4,000 XP |\n| _Symbol of stunning_ | 15th | 3,500 XP |\n| _Symbol of weakness_ | 15th | 3,500 XP |\n| _Teleportation circle_ | 17th | 4,500 XP |\n| _Wall of fire_ | 12th | 2,000 XP |\n| _Wall of force_ | 13th | 2,500 XP |\n| _Web_ | 10th | 1,000 XP |\n\nSpells cast on other creatures, objects, or locations (not on you) are vulnerable to _dispel magic_ as normal.\n\nThe DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell (see the _Dungeon Master's Guide_ for details). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research.\n\n_XP Cost_: See tables above.","short_description":"This spell makes certain other spells permanent.","material_components":"0","name":"Permanency","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5","full_text":"<div><p><h5>Permanency<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 \/ Sha'ir 5 \/ Court Herald 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.<\/p>\n\n\t<p>You can make the following spells permanent in regard to yourself.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Spell <\/th>\n\t\t\t<th>Minimum Caster Level <\/th>\n\t\t\t<th>XP Cost <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Arcane sight<\/em> <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Comprehend languages<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Darkvision<\/em> <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Detect magic<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Read magic<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>See invisibility<\/em> <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Tongues<\/em> <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1,500 XP <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>You cast the desired spell and then follow it with the <em>permanency<\/em> spell. You cannot cast these spells on other creatures. This application of <em>permanency<\/em> can be dispelled only by a caster of higher level than you were when you cast the spell.<\/p>\n\n\t<p>In addition to personal use, <em>permanency<\/em> can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Spell <\/th>\n\t\t\t<th>Minimum Caster Level <\/th>\n\t\t\t<th>XP Cost <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Enlarge person<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Magic fang<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Magic fang, greater<\/em> <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Rary&#39;s telepathic bond<\/em> <sup>1<\/sup> <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 2,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Reduce person<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Resistance<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><sup>1<\/sup> Only bonds two creatures per casting of permanency.<\/p>\n\n\t<p>Additionally, the following spells can be cast upon objects or areas only and rendered permanent.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Spell <\/th>\n\t\t\t<th>Minimum Caster Level <\/th>\n\t\t\t<th>XP Cost <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Alarm<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Animate objects<\/em> <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 3,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Dancing lights<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Ghost sound<\/em> <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Gust of wind<\/em> <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Invisibility<\/em> <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Magic mouth<\/em> <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Mordenkainen&#39;s private sanctum<\/em> <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 2,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Phase door<\/em> <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 3,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Prismatic sphere<\/em> <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 4,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Prismatic wall<\/em> <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 4,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Shrink item<\/em> <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Solid fog<\/em> <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 2,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Stinking cloud<\/em> <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of death<\/em> <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 4,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of fear<\/em> <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 3,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of insanity<\/em> <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 4,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of pain<\/em> <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 2,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of persuasion<\/em> <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 3,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of sleep<\/em> <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 4,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of stunning<\/em> <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 3,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Symbol of weakness<\/em> <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 3,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Teleportation circle<\/em> <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 4,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Wall of fire<\/em> <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 2,000 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Wall of force<\/em> <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 2,500 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Web<\/em> <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1,000 XP <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Spells cast on other creatures, objects, or locations (not on you) are vulnerable to <em>dispel magic<\/em> as normal.<\/p>\n\n\t<p>The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell (see the <em>Dungeon Master&#39;s Guide<\/em> for details). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research.<\/p>\n\n\t<p><em>XP Cost<\/em>: See tables above.<\/p><\/p>Reference: Player's Handbook v.3.5 259<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"See text","effect":"","area":"","duration":"1 hour","saving_throw":"See text","spell_resistance":"No","description":"Prestidigitations are minor tricks that novice spellcasters use for practice.\nOnce cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.\nThe effects are minor and have severe limitations.\nA prestidigitation can slowly lift 1 pound of material.\nIt can color, clean, or soil items in a 1-foot cube each round.\nIt can chill, warm, or flavor 1 pound of nonliving material.\nIt cannot deal damage or affect the concentration of spellcasters.\nPrestidigitation can create small objects, but they look crude and artificial.\nThe materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.\nFinally, a prestidigitation lacks the power to duplicate any other spell effects.\nAny actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.\nCharacters typically use prestidigitation spells to impress common folk, amuse children, and brighten dreary lives.\nCommon tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.","short_description":"Prestidigitations are minor tricks that novice spellcasters use for practice.","material_components":"0","name":"Prestidigitation","level":"Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0","full_text":"<div><p><h5>Prestidigitation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 0 \/ Sorcerer 0 \/ Wizard 0 \/ Vigilante 1 \/ Wu Jen 0 \/ Sha'ir 0 \/ Death Master 0 \/ Jester 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Prestidigitations are minor tricks that novice spellcasters use for practice.<br \/>Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.<br \/>The effects are minor and have severe limitations.<br \/>A prestidigitation can slowly lift 1 pound of material.<br \/>It can color, clean, or soil items in a 1-foot cube each round.<br \/>It can chill, warm, or flavor 1 pound of nonliving material.<br \/>It cannot deal damage or affect the concentration of spellcasters.<br \/>Prestidigitation can create small objects, but they look crude and artificial.<br \/>The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.<br \/>Finally, a prestidigitation lacks the power to duplicate any other spell effects.<br \/>Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.<br \/>Characters typically use prestidigitation spells to impress common folk, amuse children, and brighten dreary lives.<br \/>Common tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.<\/p><\/p>Reference: Player's Handbook v.3.5 264<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, XP","casting_time":"1 standard action","range":"See text","target":"See text","effect":"","area":"","duration":"See text","saving_throw":"See text","spell_resistance":"Yes","description":"_Wish_ is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even _wish_, however, has its limits.\n\nA _wish_ can produce any one of the following effects.\n\n* Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.\n* Duplicate any other spell of 5th level or lower even if it's of a prohibited school.\n* Undo the harmful effects of many other spells, such as _geas\/quest_ or _insanity_.\n* Create a nonmagical item of up to 25,000 gp in value.\n* Create a magic item, or add to the powers of an existing magic item.\n* Grant a creature a +1 inherent bonus to an ability score. Two to five _wish_ spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.\n* Remove injuries and afflictions. A single _wish_ can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same _wish_. A _wish_ can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.\n* Revive the dead. A _wish_ can bring a dead creature back to life by duplicating a resurrection spell. A _wish_ can revive a dead creature whose body has been destroyed, but the task takes two _wish_, one to recreate the body and another to infuse the body with life again. A _wish_ cannot prevent a character who was brought back to life from losing an experience level.\n* Transport travelers. A _wish_ can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.\n* Undo misfortune. A _wish_ can undo a single recent event. The _wish_ forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a _wish_ could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.\n\nYou may try to use a _wish_ to produce greater effects than these, but doing so is dangerous. Such a _wish_ gives the DM the opportunity to fulfil your request without fulfilling it completely. (The _wish_ may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment). For example, wishing for a _staff of the_ magi might get you instantly transported to the presence of the staff's current owner. Wishing to be immortal could get you imprisoned in a hidden extradimensional space (as by an imprisonment spell), where you could live indefinitely.\n\nDuplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).\n\n_Material Component:_ When a _wish_ duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.\n\n_XP Cost:_ The minimum XP cost for casting _wish_ is 5,000 XP. When a _wish_ duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a _wish_ creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.","short_description":"_Wish_ is the mightiest spell a wizard or sorcerer can cast.","material_components":"0","name":"Wish","level":"Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9","full_text":"<div><p><h5>Wish<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Universal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 \/ Sha'ir 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p><em>Wish<\/em> is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even <em>wish<\/em>, however, has its limits.<\/p>\n\n\t<p>A <em>wish<\/em> can produce any one of the following effects.<\/p>\n\n\t<ul>\n\t\t<li>Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.<\/li>\n\t\t<li>Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.<\/li>\n\t\t<li>Duplicate any wizard or sorcerer spell of 7th level or lower even if it&#39;s of a prohibited school.<\/li>\n\t\t<li>Duplicate any other spell of 5th level or lower even if it&#39;s of a prohibited school.<\/li>\n\t\t<li>Undo the harmful effects of many other spells, such as <em>geas\/quest<\/em> or <em>insanity<\/em>.<\/li>\n\t\t<li>Create a nonmagical item of up to 25,000 gp in value.<\/li>\n\t\t<li>Create a magic item, or add to the powers of an existing magic item.<\/li>\n\t\t<li>Grant a creature a +1 inherent bonus to an ability score. Two to five <em>wish<\/em> spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.<\/li>\n\t\t<li>Remove injuries and afflictions. A single <em>wish<\/em> can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same <em>wish<\/em>. A <em>wish<\/em> can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.<\/li>\n\t\t<li>Revive the dead. A <em>wish<\/em> can bring a dead creature back to life by duplicating a resurrection spell. A <em>wish<\/em> can revive a dead creature whose body has been destroyed, but the task takes two <em>wish<\/em>, one to recreate the body and another to infuse the body with life again. A <em>wish<\/em> cannot prevent a character who was brought back to life from losing an experience level.<\/li>\n\t\t<li>Transport travelers. A <em>wish<\/em> can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.<\/li>\n\t\t<li>Undo misfortune. A <em>wish<\/em> can undo a single recent event. The <em>wish<\/em> forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a <em>wish<\/em> could undo an opponent&#39;s successful save, a foe&#39;s successful critical hit (either the attack roll or the critical roll), a friend&#39;s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.<\/li>\n\t<\/ul>\n\n\t<p>You may try to use a <em>wish<\/em> to produce greater effects than these, but doing so is dangerous. Such a <em>wish<\/em> gives the DM the opportunity to fulfil your request without fulfilling it completely. (The <em>wish<\/em> may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment). For example, wishing for a <em>staff of the<\/em> magi might get you instantly transported to the presence of the staff&#39;s current owner. Wishing to be immortal could get you imprisoned in a hidden extradimensional space (as by an imprisonment spell), where you could &quot;live&quot; indefinitely.<\/p>\n\n\t<p>Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).<\/p>\n\n\t<p><em>Material Component:<\/em> When a <em>wish<\/em> duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.<\/p>\n\n\t<p><em>XP Cost:<\/em> The minimum XP cost for casting <em>wish<\/em> is 5,000 XP. When a <em>wish<\/em> duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a <em>wish<\/em> creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.<\/p><\/p>Reference: Player's Handbook v.3.5 302<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Two willing creatures","effect":"","area":"","duration":"1 minute\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You reach out and touch two creatures, and a sparkling tether of multicolored light briefly forms between them.\nOne time during the duration of this spell, when one subject of the spell attempts a saving throw, both recipients can roll and apply the more favorable result.\nWhen rolling, each subject uses his own save bonus and save modifiers.\nIf both saving throws fail, both creatures suffer the consequences of a failed save, even if the effect that prompted the saving throw only affected one of the subjects.\nIf the affected creatures move more than 120 feet away from each other after the spell is cast, the effect ends.","short_description":"You reach out and touch two creatures, and a sparkling tether of multicolored light briefly forms bet...","material_components":"0","name":"Blade Brothers","level":"Bard 2 \/ Cleric 2","full_text":"<div><p><h5>Blade Brothers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You reach out and touch two creatures, and a sparkling tether of multicolored light briefly forms between them.<br \/>One time during the duration of this spell, when one subject of the spell attempts a saving throw, both recipients can roll and apply the more favorable result.<br \/>When rolling, each subject uses his own save bonus and save modifiers.<br \/>If both saving throws fail, both creatures suffer the consequences of a failed save, even if the effect that prompted the saving throw only affected one of the subjects.<br \/>If the affected creatures move more than 120 feet away from each other after the spell is cast, the effect ends.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more creatures, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"A coruscating bolt rips through the air, humming with power as it strikes each targeted creature.\nEach creature struck by this spell is affected as if by a targeted dispel magic, except that you can add your caster level to the dispel check, up to a maximum of 25.\nMaterial Component: A pair of bronze nails, each no less than 6 inches in length.","short_description":"A coruscating bolt rips through the air, humming with power as it strikes each targeted creature.","material_components":"0","name":"Chain Dispel","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Chain Dispel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A coruscating bolt rips through the air, humming with power as it strikes each targeted creature.<br \/>Each creature struck by this spell is affected as if by a targeted dispel magic, except that you can add your caster level to the dispel check, up to a maximum of 25.<br \/>Material Component: A pair of bronze nails, each no less than 6 inches in length.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"See text","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"As you complete this spell, a shield crafted from divine energy appears before you.\nAs you channel energy into the shield, it grows stronger and stronger.\nThis spell improves your defenses.\nThemagnitude of this improvement depends on the amount of time you spend casting the spell.\nIf you cast this spell as a swift action, you gain damage reduction 2\/evil for the duration of this spell.\nIf you cast this spell as a standard action, you gain damage reduction 5\/evil.\nIf you cast this spell as a full-round action, you gain damage reduction 8\/evil.\nIf you spend 2 rounds casting this spell, you gain damage reduction 10\/evil.\nThe spell's duration does not begin until you finish casting the spell.\nYou do not need to declare ahead of time how long you want to spend casting the spell.\nWhen you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.","short_description":"As you complete this spell, a shield crafted from divine energy appears before you.","material_components":"0","name":"Channeled Divine Shield","level":"Cleric 3","full_text":"<div><p><h5>Channeled Divine Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>As you complete this spell, a shield crafted from divine energy appears before you.<br \/>As you channel energy into the shield, it grows stronger and stronger.<br \/>This spell improves your defenses.<br \/>Themagnitude of this improvement depends on the amount of time you spend casting the spell.<br \/>If you cast this spell as a swift action, you gain damage reduction 2\/evil for the duration of this spell.<br \/>If you cast this spell as a standard action, you gain damage reduction 5\/evil.<br \/>If you cast this spell as a full-round action, you gain damage reduction 8\/evil.<br \/>If you spend 2 rounds casting this spell, you gain damage reduction 10\/evil.<br \/>The spell&#39;s duration does not begin until you finish casting the spell.<br \/>You do not need to declare ahead of time how long you want to spend casting the spell.<br \/>When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One outsider","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"You speak words of power, forcing the entity to shrink with horror.\nThe outsider targeted by this spell must succeed on a Will save or be stunned for 1 round and have its spell resistance reduced by 10.","short_description":"You speak words of power, forcing the entity to shrink with horror.","material_components":"0","name":"Condemnation","level":"Cleric 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Condemnation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You speak words of power, forcing the entity to shrink with horror.<br \/>The outsider targeted by this spell must succeed on a Will save or be stunned for 1 round and have its spell resistance reduced by 10.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser deflect, except that you gain a shield bonus to AC equal to 1\/2 your caster level (round down) against the next attack made against you before the end of your next turn.","short_description":"This spell functions like lesser deflect, except that you gain a shield bonus to AC equal to 1\/2 your...","material_components":"0","name":"Deflect","level":"Duskblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Deflect<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser deflect, except that you gain a shield bonus to AC equal to 1\/2 your caster level (round down) against the next attack made against you before the end of your next turn.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round or until discharged","saving_throw":"","spell_resistance":"","description":"With a word, you evoke a barrier of invisible force.\nYou project a field of invisible force, creating a short-lived protective barrier.\nYou gain a deflection bonus to your AC against a single attack; this bonus is equal to +1 per three caster levels (maximum +5).\nYou can cast this spell even when it's not your turn; however, you must cast it before your opponent makes his attack roll to gain the benefit.","short_description":"With a word, you evoke a barrier of invisible force.","material_components":"0","name":"Deflect, Lesser","level":"Duskblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Deflect, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>With a word, you evoke a barrier of invisible force.<br \/>You project a field of invisible force, creating a short-lived protective barrier.<br \/>You gain a deflection bonus to your AC against a single attack; this bonus is equal to +1 per three caster levels (maximum +5).<br \/>You can cast this spell even when it&#39;s not your turn; however, you must cast it before your opponent makes his attack roll to gain the benefit.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One touched creature, object, or spell effect","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"Your touch causes one spell to rip free of its source and dissipate into nothingness.\nYou can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.\nYou make a dispel check (1d20 + your caster level, maximum +10) against the spell effect with the highest caster level.\nIf that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks.\nMagic items carried by a creature are not affected.","short_description":"Your touch causes one spell to rip free of its source and dissipate into nothingness.","material_components":"0","name":"Dispelling Touch","level":"Duskblade 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Dispelling Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 3 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Your touch causes one spell to rip free of its source and dissipate into nothingness.<br \/>You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.<br \/>You make a dispel check (1d20 + your caster level, maximum +10) against the spell effect with the highest caster level.<br \/>If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks.<br \/>Magic items carried by a creature are not affected.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A nigh-invisible ripple of magical energy courses through the creature touched, granting it resistance against one type of energy specified by you during the casting the spell.\nWhen you cast energy aegis, specify an energy type (acid, cold, electricity, fire, or sonic).\nAgainst the next attack using this energy type that targets the subject, it gains resistance 20.","short_description":"A nigh-invisible ripple of magical energy courses through the creature touched, granting it resistanc...","material_components":"0","name":"Energy Aegis","level":"Cleric 3 \/ Duskblade 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Energy Aegis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Duskblade 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A nigh-invisible ripple of magical energy courses through the creature touched, granting it resistance against one type of energy specified by you during the casting the spell.<br \/>When you cast energy aegis, specify an energy type (acid, cold, electricity, fire, or sonic).<br \/>Against the next attack using this energy type that targets the subject, it gains resistance 20.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One or more creatures within a 10-ft.-radius burst","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"Silvery tendrils erupt from your outstretched arms and strike the creatures you choose.\nA lingering silvery aura engulfs them thereafter.\nEnergy vulnerability can affect a number of creatures with total Hit Dice equal to twice your caster level or lower.\nYou select which creatures are affected.\nWhen you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic).\nThe affected creatures gain vulnerability to that energy type (they take +50% damage from that energy, even on a successful save).\nArcane Material Component: A tiny wooden shield, which the caster snaps in half.","short_description":"Silvery tendrils erupt from your outstretched arms and strike the creatures you choose.","material_components":"0","name":"Energy Vulnerability","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Energy Vulnerability<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Silvery tendrils erupt from your outstretched arms and strike the creatures you choose.<br \/>A lingering silvery aura engulfs them thereafter.<br \/>Energy vulnerability can affect a number of creatures with total Hit Dice equal to twice your caster level or lower.<br \/>You select which creatures are affected.<br \/>When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic).<br \/>The affected creatures gain vulnerability to that energy type (they take +50% damage from that energy, even on a successful save).<br \/>Arcane Material Component: A tiny wooden shield, which the caster snaps in half.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The air in this spell's effect shimmers with arcane energy.\nA buzzing sound echoes in your mind as the flow of magic into the affected area chokes off and ends.\nThis spell creates a zone that impedes the flow of magic.\nThe energy of this zone clings to creatures and objects, granting them a shield against spells.\nAll creatures in the spell's area gain spell resistance of 11 + caster level for as long as they remain in the area.\nIf a creature already has spell resistance higher than this amount, this spell does not affect it.\nUnlike personal spell resistance, this spell resistance cannot be voluntarily lowered.\nA creature loses this spell resistance when it leaves the spell's area, and gains it again if it returns.","short_description":"The air in this spell's effect shimmers with arcane energy.","material_components":"0","name":"Field of Resistance","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Field of Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The air in this spell&#39;s effect shimmers with arcane energy.<br \/>A buzzing sound echoes in your mind as the flow of magic into the affected area chokes off and ends.<br \/>This spell creates a zone that impedes the flow of magic.<br \/>The energy of this zone clings to creatures and objects, granting them a shield against spells.<br \/>All creatures in the spell&#39;s area gain spell resistance of 11 + caster level for as long as they remain in the area.<br \/>If a creature already has spell resistance higher than this amount, this spell does not affect it.<br \/>Unlike personal spell resistance, this spell resistance cannot be voluntarily lowered.<br \/>A creature loses this spell resistance when it leaves the spell&#39;s area, and gains it again if it returns.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"The air crackles and warps as you flood the area with unstable, disrupting magical energy.\nThe light shed by a continual flame torch flutters wildly, while your magic items hum and vibrate.\nThis spell creates a field of unstable magical energy.\nAny creature trying to cast a spell, use a spell-like ability, activate a supernatural ability, or manifest a psionic power in the spell's area has a 20% chance of failure.\nSpell completion items, such as scrolls, also have this failure chance.\nIf a creature within the spell's area has a spell failure chance due to some other source, such as wearing armor, check each source of spell failure chance separately.\nFeats and abilities that reduce the chance of spell failure due to armor have no effect on this field.\nA failed spell uses up a spell slot or other resources as appropriate.\nMagic items do not have a chance of failure, since the power invested in them is too ingrained to be disrupted by this spell.","short_description":"The air crackles and warps as you flood the area with unstable, disrupting magical energy.","material_components":"0","name":"Mana Flux","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Mana Flux<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The air crackles and warps as you flood the area with unstable, disrupting magical energy.<br \/>The light shed by a continual flame torch flutters wildly, while your magic items hum and vibrate.<br \/>This spell creates a field of unstable magical energy.<br \/>Any creature trying to cast a spell, use a spell-like ability, activate a supernatural ability, or manifest a psionic power in the spell&#39;s area has a 20% chance of failure.<br \/>Spell completion items, such as scrolls, also have this failure chance.<br \/>If a creature within the spell&#39;s area has a spell failure chance due to some other source, such as wearing armor, check each source of spell failure chance separately.<br \/>Feats and abilities that reduce the chance of spell failure due to armor have no effect on this field.<br \/>A failed spell uses up a spell slot or other resources as appropriate.<br \/>Magic items do not have a chance of failure, since the power invested in them is too ingrained to be disrupted by this spell.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"A mantle of scintillating, multicolored light appears around you to block the spell, then fades away.\nYou cast mystic aegis immediately when you are targeted by a hostile spell.\nYou gain spell resistance equal to 12 + your caster level against that spell.","short_description":"A mantle of scintillating, multicolored light appears around you to block the spell, then fades away....","material_components":"0","name":"Mystic Aegis","level":"Cleric 4","full_text":"<div><p><h5>Mystic Aegis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>A mantle of scintillating, multicolored light appears around you to block the spell, then fades away.<br \/>You cast mystic aegis immediately when you are targeted by a hostile spell.<br \/>You gain spell resistance equal to 12 + your caster level against that spell.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature casting a spell","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"As the creature casts a spell, you utter a simple magical phrase that momentarily confounds it.\nYou cast this spell to distract another creature as it attempts to cast a spell.\nThe target must succeed on a Concentration check (DC equal to 14 + your key ability modifier + the level of the spell being cast) to ignore the distraction, or else it loses the spell.","short_description":"As the creature casts a spell, you utter a simple magical phrase that momentarily confounds it.","material_components":"0","name":"Stifle Spell","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Stifle Spell<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As the creature casts a spell, you utter a simple magical phrase that momentarily confounds it.<br \/>You cast this spell to distract another creature as it attempts to cast a spell.<br \/>The target must succeed on a Concentration check (DC equal to 14 + your key ability modifier + the level of the spell being cast) to ignore the distraction, or else it loses the spell.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Thorny vines burst from the creature's body, punching through bone, flesh, and skin to enwrap its arms and legs and tether it to the ground.\nThe subject takes 1 point of piercing damage per caster level (maximum 15) as the creepers rip apart its body.\nIn addition, the creepers entwine securely around it, trapping its legs and arms.\nThe subject is immobilized (unable to move from its current location) and entangled.\nEach round, the subject takes an extra 1 point of piercing damage per caster level (maximum 15) unless it is able to escape.\nA trapped creature can attempt to break free with a DC 20 Strength check or wriggle free with a DC 25 Escape Artist check, either of which ends the spell if successful.\nOther creatures can use the aid another action as normal on these checks.\nThey can make attacks against these vines as if they were wooden objects with a thickness of 3 inches (see Smashing an Object, PH 185).\nDespite its name, blood creepers is equally effective on living and nonliving creatures.","short_description":"Thorny vines burst from the creature's body, punching through bone, flesh, and skin to enwrap its arm...","material_components":"0","name":"Blood Creepers","level":"Druid 5","full_text":"<div><p><h5>Blood Creepers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Thorny vines burst from the creature&#39;s body, punching through bone, flesh, and skin to enwrap its arms and legs and tether it to the ground.<br \/>The subject takes 1 point of piercing damage per caster level (maximum 15) as the creepers rip apart its body.<br \/>In addition, the creepers entwine securely around it, trapping its legs and arms.<br \/>The subject is immobilized (unable to move from its current location) and entangled.<br \/>Each round, the subject takes an extra 1 point of piercing damage per caster level (maximum 15) unless it is able to escape.<br \/>A trapped creature can attempt to break free with a DC 20 Strength check or wriggle free with a DC 25 Escape Artist check, either of which ends the spell if successful.<br \/>Other creatures can use the aid another action as normal on these checks.<br \/>They can make attacks against these vines as if they were wooden objects with a thickness of 3 inches (see Smashing an Object, PH 185).<br \/>Despite its name, blood creepers is equally effective on living and nonliving creatures.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"One 5-ft.-diameter pillar of stone per round","area":"","duration":"1 round\/2 levels (D)","saving_throw":"Reflex negates","spell_resistance":"No","description":"A pillar of rock explodes upward from the ground.\nEach round as a standard action, you conjure a pillar of rock that bursts from a stone or earthen surface anywhere within the spell's range.\nEach pillar fills a 5-foot square and grows to a height of 20 feet or until it hits a barrier such as a ceiling or wall.\nA Large or smaller creature in a square where a pillar erupts must succeed on a Reflex save or be carried upward by the force of the pillar.\nIf a pillar is created in a room with a ceiling height of 20 feet or less, the rock slams into the ceiling, dealing 4d6 points of damage to any creature atop it.\nIn a location with a ceiling height of more than 20 feet, a creature carried up by a pillar must succeed on a DC 20 Balance check or fall from the top of the pillar when it reaches its maximum height.\nOn a failed check, the creature plummets to the ground, taking 2d6 points of damage from the fall.\nYou can also cause a pillar to erupt from a vertical surface, in which case any creatures in the pillar's path must succeed on their Reflex saves or take 2d6 points of damage and be knocked prone.\nThe pillar created is permanent and has AC 3, hardness 8, and 900 hit points.\nA pillar can be climbed with a DC 20 Climb check.","short_description":"A pillar of rock explodes upward from the ground.","material_components":"0","name":"Bones of the Earth","level":"Druid 6","full_text":"<div><p><h5>Bones of the Earth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One 5-ft.-diameter pillar of stone per round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A pillar of rock explodes upward from the ground.<br \/>Each round as a standard action, you conjure a pillar of rock that bursts from a stone or earthen surface anywhere within the spell&#39;s range.<br \/>Each pillar fills a 5-foot square and grows to a height of 20 feet or until it hits a barrier such as a ceiling or wall.<br \/>A Large or smaller creature in a square where a pillar erupts must succeed on a Reflex save or be carried upward by the force of the pillar.<br \/>If a pillar is created in a room with a ceiling height of 20 feet or less, the rock slams into the ceiling, dealing 4d6 points of damage to any creature atop it.<br \/>In a location with a ceiling height of more than 20 feet, a creature carried up by a pillar must succeed on a DC 20 Balance check or fall from the top of the pillar when it reaches its maximum height.<br \/>On a failed check, the creature plummets to the ground, taking 2d6 points of damage from the fall.<br \/>You can also cause a pillar to erupt from a vertical surface, in which case any creatures in the pillar&#39;s path must succeed on their Reflex saves or take 2d6 points of damage and be knocked prone.<br \/>The pillar created is permanent and has AC 3, hardness 8, and 900 hit points.<br \/>A pillar can be climbed with a DC 20 Climb check.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level (D)","saving_throw":"Reflex half","spell_resistance":"No","description":"With a loud pop, a nest of writhing worms of multicolored light appears in the air.\nYou create a knot of living light with wormlike tendrils extending out from the mass.\nThe worms hang in the air as if suspended.\nThe worms drift away from the paths of your allies, but they attack enemies that enter the area, lashing out with lightning speed and combusting creatures that they touch.\nWhen you cast the spell, and in each later round at the beginning of your turn, the flaming worms deal 2d6 points of fire damage to any of your enemies in the area.\nThe fire damage increases as you gain levels, to 3d6 per round for an 11th-level caster and 4d6 per round for a 15th-level caster.\nAny area spell that deals cold damage eliminates the bright worms from its area.","short_description":"With a loud pop, a nest of writhing worms of multicolored light appears in the air.","material_components":"0","name":"Bright Worms","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Bright Worms<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a loud pop, a nest of writhing worms of multicolored light appears in the air.<br \/>You create a knot of living light with wormlike tendrils extending out from the mass.<br \/>The worms hang in the air as if suspended.<br \/>The worms drift away from the paths of your allies, but they attack enemies that enter the area, lashing out with lightning speed and combusting creatures that they touch.<br \/>When you cast the spell, and in each later round at the beginning of your turn, the flaming worms deal 2d6 points of fire damage to any of your enemies in the area.<br \/>The fire damage increases as you gain levels, to 3d6 per round for an 11th-level caster and 4d6 per round for a 15th-level caster.<br \/>Any area spell that deals cold damage eliminates the bright worms from its area.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"See text","range":"See text","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You bring forth a sphere of pure healing energy.\nYou pour divine power into it, slowly building the energy it holds, until it is ready to mend an ally's wounds.\nThis spell allows you to heal an ally, or damage an undead creature, at a range greater than touch.\nWhen you cast this spell, you channel energy into it.\nYou can choose how long to spend casting this spell.\nIf you cast this spell as a swift action, it has a range of touch, and you heal a single touched creature of 1d8 points of damage.\nAn undead creature you touch takes this amount of damage instead of being healed.\nIf you cast this spell as a standard action, it has a range of close, and you heal a single creature within range of\ndamage equal to 1d8 points + your caster level (maximum +10).\nAn undead creature you designate within range takes this amount of damage instead of being healed.\nIf you cast this spell as a full-round casting this spell, it has a range of medium, and you heal a single creature within range of damage equal to 2d8 points + your caster level (maximum +15).\nAn undead creature you designate within range takes this amount of damage instead of being healed.\nIf you spend 2 full rounds casting this spell, it has a range of long, and you heal a single creature within range of damage equal to 4d8 points + your caster level (maximum +20).\nAn undead creature you designate within range takes this amount of damage instead of being healed.\nYou do not need to declare ahead of time how long you want to spend casting the spell.\nWhen you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.","short_description":"You bring forth a sphere of pure healing energy.","material_components":"0","name":"Channeled Divine Health","level":"Cleric 4","full_text":"<div><p><h5>Channeled Divine Health<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You bring forth a sphere of pure healing energy.<br \/>You pour divine power into it, slowly building the energy it holds, until it is ready to mend an ally&#39;s wounds.<br \/>This spell allows you to heal an ally, or damage an undead creature, at a range greater than touch.<br \/>When you cast this spell, you channel energy into it.<br \/>You can choose how long to spend casting this spell.<br \/>If you cast this spell as a swift action, it has a range of touch, and you heal a single touched creature of 1d8 points of damage.<br \/>An undead creature you touch takes this amount of damage instead of being healed.<br \/>If you cast this spell as a standard action, it has a range of close, and you heal a single creature within range of<br \/>damage equal to 1d8 points + your caster level (maximum +10).<br \/>An undead creature you designate within range takes this amount of damage instead of being healed.<br \/>If you cast this spell as a full-round casting this spell, it has a range of medium, and you heal a single creature within range of damage equal to 2d8 points + your caster level (maximum +15).<br \/>An undead creature you designate within range takes this amount of damage instead of being healed.<br \/>If you spend 2 full rounds casting this spell, it has a range of long, and you heal a single creature within range of damage equal to 4d8 points + your caster level (maximum +20).<br \/>An undead creature you designate within range takes this amount of damage instead of being healed.<br \/>You do not need to declare ahead of time how long you want to spend casting the spell.<br \/>When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You conjure a cloud of sharp knives around you.\nThe knives float in the air around your upper body, pointing in the direction you look.\nEach round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see.\nThis is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier.\nEach successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20.\nDamage reduction applies to knife attacks from this spell.\nThe knives are treated as magic for the purpose of overcoming damage reduction.\nMaterial Component: A knife.\nOptional Material Component:Using a silvered dagger (22 gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.","short_description":"You conjure a cloud of sharp knives around you.","material_components":"0","name":"Cloud of Knives","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Cloud of Knives<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a cloud of sharp knives around you.<br \/>The knives float in the air around your upper body, pointing in the direction you look.<br \/>Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see.<br \/>This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier.<br \/>Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20.<br \/>Damage reduction applies to knife attacks from this spell.<br \/>The knives are treated as magic for the purpose of overcoming damage reduction.<br \/>Material Component: A knife.<br \/>Optional Material Component:Using a silvered dagger (22 gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Pale motes of light dance and swirl about your fingertips.\nWhen you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby.\nYou instantly teleport the subject creature a distance of 5 feet per two caster levels.\nThe destination must be an unoccupied space within line of sight.","short_description":"Pale motes of light dance and swirl about your fingertips.","material_components":"0","name":"Dimension Hop","level":"Duskblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Dimension Hop<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Pale motes of light dance and swirl about your fingertips.<br \/>When you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby.<br \/>You instantly teleport the subject creature a distance of 5 feet per two caster levels.<br \/>The destination must be an unoccupied space within line of sight.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"With a slight blue shimmer of energy and an audible pop, a number of creatures around you disappear and reappear in new positions.\nYou instantly transfer any subject creature from its current location to any other spot within 30 feet.\nYou must have line of sight to its new location.\nAn unwilling creature can make a Will saving throw to negate this effect.\nThe creature must be placed on solid ground capable of supporting its weight.\nIf you attempt to place a creature within a solid object or into a space where it cannot fit, the spell fails.","short_description":"With a slight blue shimmer of energy and an audible pop, a number of creatures around you disappear a...","material_components":"0","name":"Dimension Shuffle","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Dimension Shuffle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a slight blue shimmer of energy and an audible pop, a number of creatures around you disappear and reappear in new positions.<br \/>You instantly transfer any subject creature from its current location to any other spot within 30 feet.<br \/>You must have line of sight to its new location.<br \/>An unwilling creature can make a Will saving throw to negate this effect.<br \/>The creature must be placed on solid ground capable of supporting its weight.<br \/>If you attempt to place a creature within a solid object or into a space where it cannot fit, the spell fails.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing creature\/3 levels, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"All the creatures you target with this spell gain a dark, shimmering pattern of runes on their shoes and feet.\nThe runes blaze with arcane light for a moment.\nLess than a second later, the targets have shifted position on the battlefield.\nThis spell allows your allies to make a short teleport.\nAll creatures targeted by this spell can teleport a distance equal to their base land speed.\nA target can teleport to any square within its line of sight.\nThis movement does not provoke attacks of opportunity.\nA creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above.","short_description":"All the creatures you target with this spell gain a dark, shimmering pattern of runes on their shoes ...","material_components":"0","name":"Dimension Step","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Dimension Step<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>All the creatures you target with this spell gain a dark, shimmering pattern of runes on their shoes and feet.<br \/>The runes blaze with arcane light for a moment.<br \/>Less than a second later, the targets have shifted position on the battlefield.<br \/>This spell allows your allies to make a short teleport.<br \/>All creatures targeted by this spell can teleport a distance equal to their base land speed.<br \/>A target can teleport to any square within its line of sight.<br \/>This movement does not provoke attacks of opportunity.<br \/>A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"No","description":"You infuse an area with arcane patterns that shift and slide along the ground.\nThey seethe with arcane energy, and an occasional bolt of energy surges from them with a bright flash.\nThis spell creates a hazardous field of energy similar to that created by an explosive runes.\nspell.\nUnlike that spell, the runes created by this spell detonate when they come into contact with a living creature other than the caster.\nAny creature that begins its turn in the spell's area must attempt a Reflex save.\nOn a failed save, the creature takes 4d6 points of fire damage.\nMoving through the spell's area is hazardous at best.\nCreatures that move at their normal speed must succeed on Reflex saves to avoid the spell's explosive effects.\nCreatures that move at half speed through the spell's area can avoid the damage just as if they had succeeded on their saves.\nMaterial Component: A piece of parchment scribed with runes.\nThe runes must be drawn with silver-flecked ink (25 gp).","short_description":"You infuse an area with arcane patterns that shift and slide along the ground.","material_components":"0","name":"Explosive Rune Field","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Explosive Rune Field<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You infuse an area with arcane patterns that shift and slide along the ground.<br \/>They seethe with arcane energy, and an occasional bolt of energy surges from them with a bright flash.<br \/>This spell creates a hazardous field of energy similar to that created by an explosive runes.<br \/>spell.<br \/>Unlike that spell, the runes created by this spell detonate when they come into contact with a living creature other than the caster.<br \/>Any creature that begins its turn in the spell&#39;s area must attempt a Reflex save.<br \/>On a failed save, the creature takes 4d6 points of fire damage.<br \/>Moving through the spell&#39;s area is hazardous at best.<br \/>Creatures that move at their normal speed must succeed on Reflex saves to avoid the spell&#39;s explosive effects.<br \/>Creatures that move at half speed through the spell&#39;s area can avoid the damage just as if they had succeeded on their saves.<br \/>Material Component: A piece of parchment scribed with runes.<br \/>The runes must be drawn with silver-flecked ink (25 gp).<\/p><\/p>Reference: Player's Handbook II 113<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One conjured healing spirit","area":"","duration":"1 round\/2 levels","saving_throw":"Will half (harmless); see text","spell_resistance":"Yes (harmless); see text","description":"A 1-foot-diamater ball of light appears and moves by your command, healing those it touches.\nYou conjure an incorporeal object of magical energy that appears in any square within range.\nThis healing spirit resembles a 1-foot-diameter ball of light.\nIt sheds bright illumination in a 10-foot radius and shadowy illumination for another 20 feet.\nA healing spirit cannot be affected by attacks or spells.\nA healing spirit flies at a speed of 30 feet with perfect maneuverability.\nIn the round you cast the spell and at the start of your turn once per round thereafter, you can direct the healing spirit to move and touch a creature by entering its space.\nThe spirit's touch carries positive energy, healing a living creature of 1d8 points of damage.\nSince undead are powered by negative energy, a healing spirit damages them instead of healing them.\nThe spirit can affect an unwilling target (such as an undead) by succeeding on an incorporeal touch attack, using your base attack bonus and a Strength bonus of +0.\nAn undead creature hit by such an attack can use spell resistance against the effect and is allowed a Will save for half damage.\nIf a healing spirit travels farther from you than the spell's range, it winks out of existence and the spell ends.","short_description":"A 1-foot-diamater ball of light appears and moves by your command, healing those it touches.","material_components":"0","name":"Healing Spirit","level":"Bard 4 \/ Cleric 4 \/ Druid 4 \/ Paladin 3","full_text":"<div><p><h5>Healing Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 4 \/ Druid 4 \/ Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One conjured healing spirit<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless); see text<br\/><\/td><\/tr><\/table><p>\t<p>A 1-foot-diamater ball of light appears and moves by your command, healing those it touches.<br \/>You conjure an incorporeal object of magical energy that appears in any square within range.<br \/>This healing spirit resembles a 1-foot-diameter ball of light.<br \/>It sheds bright illumination in a 10-foot radius and shadowy illumination for another 20 feet.<br \/>A healing spirit cannot be affected by attacks or spells.<br \/>A healing spirit flies at a speed of 30 feet with perfect maneuverability.<br \/>In the round you cast the spell and at the start of your turn once per round thereafter, you can direct the healing spirit to move and touch a creature by entering its space.<br \/>The spirit&#39;s touch carries positive energy, healing a living creature of 1d8 points of damage.<br \/>Since undead are powered by negative energy, a healing spirit damages them instead of healing them.<br \/>The spirit can affect an unwilling target (such as an undead) by succeeding on an incorporeal touch attack, using your base attack bonus and a Strength bonus of +0.<br \/>An undead creature hit by such an attack can use spell resistance against the effect and is allowed a Will save for half damage.<br \/>If a healing spirit travels farther from you than the spell&#39;s range, it winks out of existence and the spell ends.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like invest light protection, except that it cures 5d4 points of damage +1 per two caster levels (maximum+12) and grants damage reduction 5\/evil.\nUndead creatures take an extra 5 points of damage from any weapon or physical attack capable of overcoming good damage reduction.","short_description":"This spell functions like invest light protection, except that it cures 5d4 points of damage +1 per t...","material_components":"0","name":"Invest Heavy Protection","level":"Cleric 5","full_text":"<div><p><h5>Invest Heavy Protection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like invest light protection, except that it cures 5d4 points of damage +1 per two caster levels (maximum+12) and grants damage reduction 5\/evil.<br \/>Undead creatures take an extra 5 points of damage from any weapon or physical attack capable of overcoming good damage reduction.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Will half (harmless); see text","spell_resistance":"Yes (harmless); see text","description":"You invest the target with an infusion of divine energy.\nHis wounds knit shut, while the power you grant to him helps ward off future injuries.\nYou heal a living creature you touch of 1d4 points of damage +1 per two caster levels (maximum +3).\nIn addition, the creature touched gains damage reduction 1\/evil for 1 minute.\nLike cure light wounds, this spell deals damage to undead creatures instead of curing them.\nIn addition, on a failed save undead creatures take an extra 1 point of damage from any weapon or physical attack capable of overcoming good damage reduction for 1 minute.","short_description":"You invest the target with an infusion of divine energy.","material_components":"0","name":"Invest Light Protection","level":"Cleric 1","full_text":"<div><p><h5>Invest Light Protection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless); see text<br\/><\/td><\/tr><\/table><p>\t<p>You invest the target with an infusion of divine energy.<br \/>His wounds knit shut, while the power you grant to him helps ward off future injuries.<br \/>You heal a living creature you touch of 1d4 points of damage +1 per two caster levels (maximum +3).<br \/>In addition, the creature touched gains damage reduction 1\/evil for 1 minute.<br \/>Like cure light wounds, this spell deals damage to undead creatures instead of curing them.<br \/>In addition, on a failed save undead creatures take an extra 1 point of damage from any weapon or physical attack capable of overcoming good damage reduction for 1 minute.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like invest light protection, except that it cures 3d4 points of damage +1 per two caster levels (maximum +6) and grants damage reduction 3\/evil.\nUndead creatures take an extra 3 points of damage from any weapon or physical attack capable of overcoming good damage reduction.","short_description":"This spell functions like invest light protection, except that it cures 3d4 points of damage +1 per t...","material_components":"0","name":"Invest Moderate Protection","level":"Cleric 3","full_text":"<div><p><h5>Invest Moderate Protection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like invest light protection, except that it cures 3d4 points of damage +1 per two caster levels (maximum +6) and grants damage reduction 3\/evil.<br \/>Undead creatures take an extra 3 points of damage from any weapon or physical attack capable of overcoming good damage reduction.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration\/Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft. radius spread, 20 ft. high","duration":"1 round\/level","saving_throw":"None","spell_resistance":"See text","description":"With a gesture, you create a cloud of clammy, thin mist.\nThe light in the area seems to dim as the mist appears, and a slight wind washes over the area, sending a chill down your spine.\nThis spell creates a thin mist within the spell's area.\nThe mist is too thin to have any effect on vision, but the necromantic energy infused within it hampers the living.\nAll living creatures within the mist become fatigued and take 1d6 points of cold damage per round.\nIf the spell fails to overcome a creature's spell resistance, the subject takes the cold damage but ignores the fatigue.\nMaterial Component: A handful of dirt taken from a graveyard or tomb.","short_description":"With a gesture, you create a cloud of clammy, thin mist.","material_components":"0","name":"Kelgore's Grave Mist","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Kelgore's Grave Mist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration\/Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>With a gesture, you create a cloud of clammy, thin mist.<br \/>The light in the area seems to dim as the mist appears, and a slight wind washes over the area, sending a chill down your spine.<br \/>This spell creates a thin mist within the spell&#39;s area.<br \/>The mist is too thin to have any effect on vision, but the necromantic energy infused within it hampers the living.<br \/>All living creatures within the mist become fatigued and take 1d6 points of cold damage per round.<br \/>If the spell fails to overcome a creature&#39;s spell resistance, the subject takes the cold damage but ignores the fatigue.<br \/>Material Component: A handful of dirt taken from a graveyard or tomb.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 Standard Action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One summoned assassin","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _Lesser Luminous Assassin_:\/spells\/players-handbook-ii--80\/luminous-assassin-lesser--4363\/, except that the assassin has the following statistics: Luminous Assassin:\/monsters\/players-handbook-ii--80\/luminous-assassin--22\/.","short_description":"This spell functions like _Lesser Luminous Assassin_:\/spells\/players-handbook-ii--80\/luminous-assassi...","material_components":"0","name":"Luminous Assassin","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Luminous Assassin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 Standard Action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned assassin<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-ii--80\/luminous-assassin-lesser--4363\/><em>Lesser Luminous Assassin<\/em><\/a>, except that the assassin has the following statistics: <a href=\/monsters\/players-handbook-ii--80\/luminous-assassin--22\/>Luminous Assassin<\/a>.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 Standard Action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One summoned assassin","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell functions like _Lesser Luminous Assassin_:\/spells\/players-handbook-ii--80\/luminous-assassin-lesser--4363\/, except that the assassin has the following statistics:  Greater Luminous Assassin:\/monsters\/players-handbook-ii--80\/luminous-assassin--23\/.\n","short_description":"This spell functions like _Lesser Luminous Assassin_:\/spells\/players-handbook-ii--80\/luminous-assassi...","material_components":"0","name":"Luminous Assassin, Greater","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Luminous Assassin, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 Standard Action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned assassin<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like <a href=\/spells\/players-handbook-ii--80\/luminous-assassin-lesser--4363\/><em>Lesser Luminous Assassin<\/em><\/a>, except that the assassin has the following statistics:  <a href=\/monsters\/players-handbook-ii--80\/luminous-assassin--23\/>Greater Luminous Assassin<\/a>.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You alter the flow of magic about your body so that spells heal you.\nWhenever a creature, including you, casts a spell within the area of this spell, you heal 1 hit point per level of the spell cast.\nThe effect of each spell cast is resolved prior to your receiving the healing.\nMaterial Component: A specially prepared, scented ointment.","short_description":"You alter the flow of magic about your body so that spells heal you.","material_components":"0","name":"Magic Convalescence","level":"Bard 5 \/ Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Magic Convalescence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You alter the flow of magic about your body so that spells heal you.<br \/>Whenever a creature, including you, casts a spell within the area of this spell, you heal 1 hit point per level of the spell cast.<br \/>The effect of each spell cast is resolved prior to your receiving the healing.<br \/>Material Component: A specially prepared, scented ointment.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature or up to five creatures, no two of which are more than 15 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge at its enemy.\nA translucent unicorn shape appears in midair and speeds toward the target of this spell.\nIf you succeed on a ranged touch attack, the horn slams into the target and deals 1d8+8 points of damage.\nIn addition, the target is subject to a bull rush, and must make a Strength check (with appropriate modifiers for a bull rush) against a DC of 21.\nIf the check is failed, the subject is pushed back 5 feet, plus 5 feet for every 5 points by which it failed the check.\nYou can conjure an additional unicorn arrow for every three caster levels beyond 5th, up to five at 17th level.\nYou can have them strike a single creature or several creatures, but each horn can strike only one creature.\nYou must designate targets before you make your attack rolls.\nA creature struck by more than one horn is only required to make one Strength check to avoid the bull rush, but the DC of the check increases by 2 for each horn beyond the first that strikes it.\nFocus: An ivory replica of a unicorn (25 gp).","short_description":"The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge a...","material_components":"0","name":"Melf's Unicorn Arrow","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Melf's Unicorn Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge at its enemy.<br \/>A translucent unicorn shape appears in midair and speeds toward the target of this spell.<br \/>If you succeed on a ranged touch attack, the horn slams into the target and deals 1d8+8 points of damage.<br \/>In addition, the target is subject to a bull rush, and must make a Strength check (with appropriate modifiers for a bull rush) against a DC of 21.<br \/>If the check is failed, the subject is pushed back 5 feet, plus 5 feet for every 5 points by which it failed the check.<br \/>You can conjure an additional unicorn arrow for every three caster levels beyond 5th, up to five at 17th level.<br \/>You can have them strike a single creature or several creatures, but each horn can strike only one creature.<br \/>You must designate targets before you make your attack rolls.<br \/>A creature struck by more than one horn is only required to make one Strength check to avoid the bull rush, but the DC of the check increases by 2 for each horn beyond the first that strikes it.<br \/>Focus: An ivory replica of a unicorn (25 gp).<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing creature\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You teleport your companions to your side.\nEach subject of this spell teleports to a square adjacent to you.\nIf those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.","short_description":"You teleport your companions to your side.","material_components":"0","name":"Regroup","level":"Duskblade 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Regroup<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You teleport your companions to your side.<br \/>Each subject of this spell teleports to a square adjacent to you.<br \/>If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One 5-ft. square\/2 levels","duration":"1 round\/level","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"Areas you designate on the floor flare dimly.\nThis spell imbues a number of 5-foot squares you designate with a teleportation trap.\nA creatures moving through one of these squares and failing its saving throw is teleported 1d6 squares in a random direction (use the Missing with a Thrown Weapon diagram, PH 158).\nIf reaching the destination involves teleporting the subject into a solid space such as within a wall, the subject is forcibly shunted into the nearest open space and takes 1d6 points of damage.\nWhen you cast this spell, the 5-foot squares you designate do not have to be adjacent but must all be within 30 feet of one another.\nMaterial Component: A pinch of dandelion seeds.","short_description":"Areas you designate on the floor flare dimly.","material_components":"0","name":"Scattering Trap","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Scattering Trap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Areas you designate on the floor flare dimly.<br \/>This spell imbues a number of 5-foot squares you designate with a teleportation trap.<br \/>A creatures moving through one of these squares and failing its saving throw is teleported 1d6 squares in a random direction (use the Missing with a Thrown Weapon diagram, PH 158).<br \/>If reaching the destination involves teleporting the subject into a solid space such as within a wall, the subject is forcibly shunted into the nearest open space and takes 1d6 points of damage.<br \/>When you cast this spell, the 5-foot squares you designate do not have to be adjacent but must all be within 30 feet of one another.<br \/>Material Component: A pinch of dandelion seeds.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V, S","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One willing prone creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a swift upward gesture of your arms and a single clarion command (Stand!), you enable the prone creature to safely rise to its feet.\nThe subject creature immediately stands, without provoking attacks of opportunity.","short_description":"With a swift upward gesture of your arms and a single clarion command (Stand!), you enable the prone ...","material_components":"0","name":"Stand","level":"Duskblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Stand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a swift upward gesture of your arms and a single clarion command (&quot;Stand!&quot;), you enable the prone creature to safely rise to its feet.<br \/>The subject creature immediately stands, without provoking attacks of opportunity.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned golem","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"You wave your hand over a lump of flesh, clay, stone, or iron while chanting a lengthy incantation.\nMoments later, a golem of similar substance appears in a flash of light to serve you.\nYou summon a flesh, clay, stone, or iron golem.\nThe golem begins acting at the start of your next turn and follows your simple commands.\nThe golem disappears when it is destroyed or when the spell's duration expires.\nFocus: A small lump of preserved flesh, dried clay, unworked stone, or iron ore.","short_description":"You wave your hand over a lump of flesh, clay, stone, or iron while chanting a lengthy incantation.","material_components":"0","name":"Summon Golem","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Summon Golem<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned golem<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You wave your hand over a lump of flesh, clay, stone, or iron while chanting a lengthy incantation.<br \/>Moments later, a golem of similar substance appears in a flash of light to serve you.<br \/>You summon a flesh, clay, stone, or iron golem.<br \/>The golem begins acting at the start of your next turn and follows your simple commands.<br \/>The golem disappears when it is destroyed or when the spell&#39;s duration expires.<br \/>Focus: A small lump of preserved flesh, dried clay, unworked stone, or iron ore.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Piercing or slashing weapon touched","effect":"","area":"","duration":"1 hour or until discharged","saving_throw":"Fortitude negates; see text","spell_resistance":"No","description":"You touch the weapon, and an oily liquid appears on its surface.\nWhen you cast this spell, you coat the target weapon with poison.\nThe next successful melee attack with that weapon delivers the poison.\nThe poison deals 1d10 points of Constitution damage immediately and another 1d10 points of Constitution damage 1 minute later.\nEach instance of damage can be negated by a Fortitude save (DC equal to this spell's save DC).\nIf the weapon has not scored a successful hit after 1 hour, the poison becomes inert and evaporates.","short_description":"You touch the weapon, and an oily liquid appears on its surface.","material_components":"0","name":"Toxic Weapon","level":"Duskblade 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Toxic Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You touch the weapon, and an oily liquid appears on its surface.<br \/>When you cast this spell, you coat the target weapon with poison.<br \/>The next successful melee attack with that weapon delivers the poison.<br \/>The poison deals 1d10 points of Constitution damage immediately and another 1d10 points of Constitution damage 1 minute later.<br \/>Each instance of damage can be negated by a Fortitude save (DC equal to this spell&#39;s save DC).<br \/>If the weapon has not scored a successful hit after 1 hour, the poison becomes inert and evaporates.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, XP","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"With a single utterance, you create a momentary distortion that engulfs and confounds your foe.\nYou change the flow of chance, causing the subject to immediately reroll any die roll it just made.\nIt must abide by the second roll.\nXP Cost: 200 XP.","short_description":"With a single utterance, you create a momentary distortion that engulfs and confounds your foe.","material_components":"0","name":"Alter Fortune","level":"Bard 3 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Alter Fortune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a single utterance, you create a momentary distortion that engulfs and confounds your foe.<br \/>You change the flow of chance, causing the subject to immediately reroll any die roll it just made.<br \/>It must abide by the second roll.<br \/>XP Cost: 200 XP.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D) or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A crown of magical energy appears upon your head.\nFor a moment, your vision blurs and a slight buzz fills your ears.\nThese distractions pass, leaving you with sharpened senses.\nYou create an arcane crown that grants the wearer a +2 competence bonus on Listen and Spot checks.\nAs an immediate action, the creature wearing a crown of clarity can discharge its magic to gain a +8 bonus on a single Spot or Listen check.\nThe spell ends after the wearer uses the crown in this manner.\nThe crown occupies space on the body as a headband, hat, or helm.\nIf the crown is removed, the spell immediately ends.\nFocus: A pewter hoop 6 inches in diameter.","short_description":"A crown of magical energy appears upon your head.","material_components":"0","name":"Crown of Clarity","level":"Druid 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Crown of Clarity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D) or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A crown of magical energy appears upon your head.<br \/>For a moment, your vision blurs and a slight buzz fills your ears.<br \/>These distractions pass, leaving you with sharpened senses.<br \/>You create an arcane crown that grants the wearer a +2 competence bonus on Listen and Spot checks.<br \/>As an immediate action, the creature wearing a crown of clarity can discharge its magic to gain a +8 bonus on a single Spot or Listen check.<br \/>The spell ends after the wearer uses the crown in this manner.<br \/>The crown occupies space on the body as a headband, hat, or helm.<br \/>If the crown is removed, the spell immediately ends.<br \/>Focus: A pewter hoop 6 inches in diameter.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"Your vision blurs for a moment.\nWhen it clears, you can see through your enemies' skin to spot their arteries, organs, and other vulnerable points.\nYour slice into a foe with uncanny precision, allowing you to strike a foe's vulnerable points and deal extra damage.\nThis spell grants you the sneak attack ability.\nYou deal an extra 1d6 points of damage per three caster levels.\nIf you already have the sneak attack ability, this damage stacks with it.","short_description":"Your vision blurs for a moment.","material_components":"0","name":"Hunter's Eye","level":"Ranger 2","full_text":"<div><p><h5>Hunter's Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>Your vision blurs for a moment.<br \/>When it clears, you can see through your enemies&#39; skin to spot their arteries, organs, and other vulnerable points.<br \/>Your slice into a foe with uncanny precision, allowing you to strike a foe&#39;s vulnerable points and deal extra damage.<br \/>This spell grants you the sneak attack ability.<br \/>You deal an extra 1d6 points of damage per three caster levels.<br \/>If you already have the sneak attack ability, this damage stacks with it.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute\/level or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You toss a small golden die.\nIt rolls toward the creature you choose, then disappears in a tiny golden flash of light.\nThe subject of the spell becomes unusually lucky.\nOnce during the spell's duration, when he makes an attack roll, skill check, saving throw, or ability check, he rolls twice and takes the better result.\nHe must choose to use this ability before the check is attempted, and the spell expires once the second die is rolled.\nMaterial Component: A gold die (worth 20 gp).","short_description":"You toss a small golden die.","material_components":"0","name":"Insight of Good Fortune","level":"Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Insight of Good Fortune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You toss a small golden die.<br \/>It rolls toward the creature you choose, then disappears in a tiny golden flash of light.<br \/>The subject of the spell becomes unusually lucky.<br \/>Once during the spell&#39;s duration, when he makes an attack roll, skill check, saving throw, or ability check, he rolls twice and takes the better result.<br \/>He must choose to use this ability before the check is attempted, and the spell expires once the second die is rolled.<br \/>Material Component: A gold die (worth 20 gp).<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius emanation centered on you","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Your senses are muddied for a moment, but when they clear, your sight and hearing are improved.\nThis spell imparts to all allies in its area a shared awareness of their surroundings.\nEach ally in the area (including yourself ) gains a +2 bonus on Spot and Listen checks per each ally in the area.\nFor example, if you and three allies are in the area, each of you gains a +6 bonus.","short_description":"Your senses are muddied for a moment, but when they clear, your sight and hearing are improved.","material_components":"0","name":"Linked Perception","level":"Druid 2 \/ Ranger 1","full_text":"<div><p><h5>Linked Perception<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Your senses are muddied for a moment, but when they clear, your sight and hearing are improved.<br \/>This spell imparts to all allies in its area a shared awareness of their surroundings.<br \/>Each ally in the area (including yourself ) gains a +2 bonus on Spot and Listen checks per each ally in the area.<br \/>For example, if you and three allies are in the area, each of you gains a +6 bonus.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"With a mere utterance, you grant the creature special insight into how best to complete a task at hand.\nYou cast this spell immediately before the target makes a skill check.\nThe subject envisions how a master might accomplish the same task, gaining a +4 insight bonus on its skill check.\nMaster's touch has no effect on skill checks that represent effort over more than 1 round of time (Craft checks, for example).","short_description":"With a mere utterance, you grant the creature special insight into how best to complete a task at han...","material_components":"0","name":"Master's Touch","level":"Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Master's Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>With a mere utterance, you grant the creature special insight into how best to complete a task at hand.<br \/>You cast this spell immediately before the target makes a skill check.<br \/>The subject envisions how a master might accomplish the same task, gaining a +4 insight bonus on its skill check.<br \/>Master&#39;s touch has no effect on skill checks that represent effort over more than 1 round of time (Craft checks, for example).<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round or until discharged","saving_throw":"","spell_resistance":"","description":"You gain a fleeting glimpse into the future, enough to guide your impending attack.\nYou cast this spell immediately before you make an attack roll.\nYou can see into the future for that attack, granting you a +1 insight bonus per three caster levels on your next attack roll.","short_description":"You gain a fleeting glimpse into the future, enough to guide your impending attack.","material_components":"0","name":"Sure Strike","level":"Duskblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Sure Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>You gain a fleeting glimpse into the future, enough to guide your impending attack.<br \/>You cast this spell immediately before you make an attack roll.<br \/>You can see into the future for that attack, granting you a +1 insight bonus per three caster levels on your next attack roll.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"","spell_resistance":"","description":"You view events slightly before they happen, gaining time to react to them.\nYou gain a +2 sacred bonus on all saving throws and +2 dodge bonus to Armor Class.\nOnce during the spell's duration, as an immediate action, you can choose to discharge the spell to gain a greater bonus.\nWhen you discharge the spell in this manner, you gain a sacred bonus on all saving throws and a dodge bonus to your Armor Class equal to 1\/2 your caster level (maximum +25).\nThis bonus lasts until the beginning of your next turn.","short_description":"You view events slightly before they happen, gaining time to react to them.","material_components":"0","name":"Visions of the Future","level":"Cleric 8","full_text":"<div><p><h5>Visions of the Future<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>You view events slightly before they happen, gaining time to react to them.<br \/>You gain a +2 sacred bonus on all saving throws and +2 dodge bonus to Armor Class.<br \/>Once during the spell&#39;s duration, as an immediate action, you can choose to discharge the spell to gain a greater bonus.<br \/>When you discharge the spell in this manner, you gain a sacred bonus on all saving throws and a dodge bonus to your Armor Class equal to 1\/2 your caster level (maximum +25).<br \/>This bonus lasts until the beginning of your next turn.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration\/Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Will half","spell_resistance":"See text","description":"A swarm of scarabs surges from your outstretched hand.\nThese insects rip and bite at all living creatures in the area, then return to you with life essence stolen from their victims.\nThis spell has two effects.\nIt deals 1d6 points of damage per two caster levels (maximum 10d6) to all creatures in the area.\nSpell resistance does not apply to this damage.\nHowever, spell resistance does apply to the spell's secondary effect.\nIf you overcome a creature's spell resistance, you gain 1d4 temporary hit points as the scarabs feast on the creature's arcane energy and bleed it back into you.\nYou gain these temporary hit points for each creature whose spell resistance you overcome.\nYou never gain temporary hit points from creatures that do not have spell resistance.\nThe temporary hit points gained from this spell last for up to 1 hour.","short_description":"A swarm of scarabs surges from your outstretched hand.","material_components":"0","name":"Doom Scarabs","level":"Duskblade 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Doom Scarabs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration\/Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>A swarm of scarabs surges from your outstretched hand.<br \/>These insects rip and bite at all living creatures in the area, then return to you with life essence stolen from their victims.<br \/>This spell has two effects.<br \/>It deals 1d6 points of damage per two caster levels (maximum 10d6) to all creatures in the area.<br \/>Spell resistance does not apply to this damage.<br \/>However, spell resistance does apply to the spell&#39;s secondary effect.<br \/>If you overcome a creature&#39;s spell resistance, you gain 1d4 temporary hit points as the scarabs feast on the creature&#39;s arcane energy and bleed it back into you.<br \/>You gain these temporary hit points for each creature whose spell resistance you overcome.<br \/>You never gain temporary hit points from creatures that do not have spell resistance.<br \/>The temporary hit points gained from this spell last for up to 1 hour.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Conjuration\/Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"See text","description":"You conjure a shard of red-hot rock and hurl it toward an\nopponent.\nAs it streaks through the air, a nimbus of arcane energy crackles around it.\nThis spell conjures a small orb of rock and sheathes it in arcane energy.\nThis spell deals 1d6 points of fire damage per caster level (maximum 5d6).\nIf you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact.\nMaterial Component: A handful of ashes.","short_description":"You conjure a shard of red-hot rock and hurl it toward an\nopponent.","material_components":"0","name":"Kelgore's Fire Bolt","level":"Duskblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Kelgore's Fire Bolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration\/Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a shard of red-hot rock and hurl it toward an<br \/>opponent.<br \/>As it streaks through the air, a nimbus of arcane energy crackles around it.<br \/>This spell conjures a small orb of rock and sheathes it in arcane energy.<br \/>This spell deals 1d6 points of fire damage per caster level (maximum 5d6).<br \/>If you fail to overcome the target&#39;s spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb&#39;s impact.<br \/>Material Component: A handful of ashes.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Abjuration\/Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature or 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You rip away the spell energy infused within a creature, turning it into a harmful burst of energy that burns into the creature before dissipating.\nThis spell functions like dispel magic (PH 223), except as noted here.\nAny creature that has a spell effect removed from it takes 2 points of damage per level of the dispelled effect.\nIf a creature loses the effects of multiple spells, it takes damage for each one.","short_description":"You rip away the spell energy infused within a creature, turning it into a harmful burst of energy th...","material_components":"0","name":"Slashing Dispel","level":"Duskblade 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Slashing Dispel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration\/Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr>\/table><p>\t<p>You rip away the spell energy infused within a creature, turning it into a harmful burst of energy that burns into the creature before dissipating.<br \/>This spell functions like dispel magic (PH 223), except as noted here.<br \/>Any creature that has a spell effect removed from it takes 2 points of damage per level of the dispelled effect.<br \/>If a creature loses the effects of multiple spells, it takes damage for each one.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"With a word and a gesture, you compel the bewildered creature to attack itself.\nIf the target creature's saving throw fails, it immediately takes damage as if it had hit itself with its currently wielded weapon (or natural weapon).\nIf the creature has more than one eligible attack form, it uses the one that deals the most damage.","short_description":"With a word and a gesture, you compel the bewildered creature to attack itself.","material_components":"0","name":"Black Karma Curse","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Black Karma Curse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a word and a gesture, you compel the bewildered creature to attack itself.<br \/>If the target creature&#39;s saving throw fails, it immediately takes damage as if it had hit itself with its currently wielded weapon (or natural weapon).<br \/>If the creature has more than one eligible attack form, it uses the one that deals the most damage.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level (D); see text","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"In the eyes of your enemy, you seem large, powerful, and indomitable.\nYou fill a subject with doubts and misgivings, making it believe it is inferior to you.\nOn a failed save, the subject can take no action other than a move action on its current turn.\nHesitate confers no special bonuses for attackers attempting to hit the subject; the subject still defends itself.\nIf you attack the affected creature, the spell ends immediately.\nEach round, as a swift action at the start of its turn, the\nsubject can attempt a new saving throw to end the effect.\nIf the save succeeds, the subject can then act normally.\nYou can cast this spell even when it's not your turn; however, you must cast it at the start of your opponent's turn to gain the benefit.","short_description":"In the eyes of your enemy, you seem large, powerful, and indomitable.","material_components":"0","name":"Hesitate","level":"Bard 3 \/ Beguiler 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Hesitate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Beguiler 3 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>In the eyes of your enemy, you seem large, powerful, and indomitable.<br \/>You fill a subject with doubts and misgivings, making it believe it is inferior to you.<br \/>On a failed save, the subject can take no action other than a move action on its current turn.<br \/>Hesitate confers no special bonuses for attackers attempting to hit the subject; the subject still defends itself.<br \/>If you attack the affected creature, the spell ends immediately.<br \/>Each round, as a swift action at the start of its turn, the<br \/>subject can attempt a new saving throw to end the effect.<br \/>If the save succeeds, the subject can then act normally.<br \/>You can cast this spell even when it&#39;s not your turn; however, you must cast it at the start of your opponent&#39;s turn to gain the benefit.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"You sow discord among your enemies, spurring them to physical violence.\nEach creature that fails its saving throw attacks the nearest creature on its next turn, whether friend or foe.\nAn affected creature attacks with whatever weapon is in hand, or with natural weapons.\nAn unarmed creature attacks with an unarmed strike.\nAn affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route.","short_description":"You sow discord among your enemies, spurring them to physical violence.","material_components":"0","name":"Incite Riot","level":"Bard 5 \/ Beguiler 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Incite Riot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Beguiler 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You sow discord among your enemies, spurring them to physical violence.<br \/>Each creature that fails its saving throw attacks the nearest creature on its next turn, whether friend or foe.<br \/>An affected creature attacks with whatever weapon is in hand, or with natural weapons.<br \/>An unarmed creature attacks with an unarmed strike.<br \/>An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None and Will negates; see text","spell_resistance":"Yes","description":"You touch the creature with your hand, and it teeters on the edge of unconsciousness.\nYou draw a cloud over the subject's mind, dealing 3d6 points of nonlethal damage.\nNo saving throw is allowed against this effect.\nEach round on its turn, the subject must succeed on a Will save or take another 3d6 points of nonlethal damage.\nIf the saving throw is successful, the damage for that round is negated and the spell ends.","short_description":"You touch the creature with your hand, and it teeters on the edge of unconsciousness.","material_components":"0","name":"Inevitable Defeat","level":"Beguiler 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Inevitable Defeat<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None and Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You touch the creature with your hand, and it teeters on the edge of unconsciousness.<br \/>You draw a cloud over the subject&#39;s mind, dealing 3d6 points of nonlethal damage.<br \/>No saving throw is allowed against this effect.<br \/>Each round on its turn, the subject must succeed on a Will save or take another 3d6 points of nonlethal damage.<br \/>If the saving throw is successful, the damage for that round is negated and the spell ends.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You grip the creature's head, and a surge of magical energy overwhelms its senses.\nWith a touch, you deal nonlethal damage to the subject equal to the creature's current hit point total.","short_description":"You grip the creature's head, and a surge of magical energy overwhelms its senses.","material_components":"0","name":"Overwhelm","level":"Beguiler 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Overwhelm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You grip the creature&#39;s head, and a surge of magical energy overwhelms its senses.<br \/>With a touch, you deal nonlethal damage to the subject equal to the creature&#39;s current hit point total.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius burst","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken.\nThis spell has no effect on creatures that are unconscious due to being reduced to negative hit points, or that have taken nonlethal damage in excess of their current hit points.","short_description":"With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken.","material_components":"0","name":"Rouse","level":"Beguiler 1 \/ Duskblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Rouse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 1 \/ Duskblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a loud snap of your fingers, you cause any sleeping creatures in the spell&#39;s area to awaken.<br \/>This spell has no effect on creatures that are unconscious due to being reduced to negative hit points, or that have taken nonlethal damage in excess of their current hit points.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V","casting_time":"1 immediate action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your words invoke compassion and mercy in the merciless.\nIf the target creature fails its save against stay the hand, it refrains from attacking you or targeting you with spells for the remainder of the current round.\nYou can cast this spell during an opponent's turn after the opponent announces its intention to attack you or target you with a spell.\nIf the opponent becomes subject to this spell, it can choose a new target to attack, but it takes a -4 circumstance penalty on its attack roll due to the sudden change of intentions at the last second.\nLikewise, the subject of this spell can redirect a spell that had been targeted on you, but it must succeed on a Concentration check (DC 15 + the spell's level) or the spell is wasted.","short_description":"Your words invoke compassion and mercy in the merciless.","material_components":"0","name":"Stay the Hand","level":"Bard 1 \/ Beguiler 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Stay the Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Beguiler 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your words invoke compassion and mercy in the merciless.<br \/>If the target creature fails its save against stay the hand, it refrains from attacking you or targeting you with spells for the remainder of the current round.<br \/>You can cast this spell during an opponent&#39;s turn after the opponent announces its intention to attack you or target you with a spell.<br \/>If the opponent becomes subject to this spell, it can choose a new target to attack, but it takes a -4 circumstance penalty on its attack roll due to the sudden change of intentions at the last second.<br \/>Likewise, the subject of this spell can redirect a spell that had been targeted on you, but it must succeed on a Concentration check (DC 15 + the spell&#39;s level) or the spell is wasted.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You thrust one arm forward toward your foe, palm open and fingers splayed.\nThe creature reels as an invisible surge of power invades its mind.\nYou launch a magical assault that wears at the target's mind, dealing 1d6 points of nonlethal damage if it fails its saving throw.\nFor every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.","short_description":"You thrust one arm forward toward your foe, palm open and fingers splayed.","material_components":"0","name":"Whelm","level":"Beguiler 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Whelm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You thrust one arm forward toward your foe, palm open and fingers splayed.<br \/>The creature reels as an invisible surge of power invades its mind.<br \/>You launch a magical assault that wears at the target&#39;s mind, dealing 1d6 points of nonlethal damage if it fails its saving throw.<br \/>For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature\/level","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"With a sweep of your arm, creatures reel as an invisible surge of magical power invades their minds.\nThis spell functions like whelm, except that it affects multiple targets and it deals 1d6 points of nonlethal damage per caster level to each subject, to a maximum of 10d6 at 10th level.","short_description":"With a sweep of your arm, creatures reel as an invisible surge of magical power invades their minds.","material_components":"0","name":"Whelm, Mass","level":"Beguiler 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Whelm, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a sweep of your arm, creatures reel as an invisible surge of magical power invades their minds.<br \/>This spell functions like whelm, except that it affects multiple targets and it deals 1d6 points of nonlethal damage per caster level to each subject, to a maximum of 10d6 at 10th level.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"You stretch your arms before you, spread your hands wide, and unleash an invisible cone of magical power that assails the minds of the creatures within it.\nYou assail the mental faculties of creatures in the area, dealing 1d6 points of nonlethal damage per two caster levels (maximum 5d6 at 10th level) to each creature that fails its save.","short_description":"You stretch your arms before you, spread your hands wide, and unleash an invisible cone of magical po...","material_components":"0","name":"Whelming Blast","level":"Beguiler 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Whelming Blast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You stretch your arms before you, spread your hands wide, and unleash an invisible cone of magical power that assails the minds of the creatures within it.<br \/>You assail the mental faculties of creatures in the area, dealing 1d6 points of nonlethal damage per two caster levels (maximum 5d6 at 10th level) to each creature that fails its save.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One hand of force","area":"","duration":"1 minute (D)","saving_throw":"None","spell_resistance":"Yes","description":"A small, spectral human hand springs into existence before your target.\nIt hovers in the air, ready to deliver a backhanded blow.\nLike Bigby's interposing hand, this spell creates a magical construct in the form of a human hand.\nThe hand targets a single opponent of your choice within range.\nYou choose this opponent as you cast the spell.\nYou can target a different opponent with this spell by taking a move action to do so.\nWhen the subject of Bigby's disrupting hand attempts to cast a spell, the hand punches him.\nThis attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC.\nIf the subject fails the check, the hand's blow ruins his casting attempt.\nThe hand is about 1 foot long.\nIt has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).\nIt makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.\nFocus: A soft glove.","short_description":"A small, spectral human hand springs into existence before your target.","material_components":"0","name":"Bigby's Disrupting Hand","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Bigby's Disrupting Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One hand of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A small, spectral human hand springs into existence before your target.<br \/>It hovers in the air, ready to deliver a backhanded blow.<br \/>Like Bigby&#39;s interposing hand, this spell creates a magical construct in the form of a human hand.<br \/>The hand targets a single opponent of your choice within range.<br \/>You choose this opponent as you cast the spell.<br \/>You can target a different opponent with this spell by taking a move action to do so.<br \/>When the subject of Bigby&#39;s disrupting hand attempts to cast a spell, the hand punches him.<br \/>This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell&#39;s save DC.<br \/>If the subject fails the check, the hand&#39;s blow ruins his casting attempt.<br \/>The hand is about 1 foot long.<br \/>It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).<br \/>It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.<br \/>Focus: A soft glove.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"One hand of force","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A magical construct in the shape of a hand appears next to you.\nIts fingers open toward you, waiting for you to hand it an item.\nThis spell creates a hand of magical force that holds items for you, helps you complete long, involved tasks, and otherwise aids you.\nThe spell grants you a +2 competence bonus on Craft, Disable Device, and Open Lock checks for the duration of the spell.\nIt can hold a single object weighing up to 20 pounds.\nYou can grasp the object that the hand carries or place an object in its grasp as a swift action.\nThe hand remains in your square at all times.\nIt matches your speed, and you can bring the hand and the object along with you if you use dimension door, teleport, and similar spells.\nYou cannot order the hand to move away from you.\nIf you are separated from the hand, the spell immediately ends.\nThe hand is about 1 foot long.\nIt has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).\nIt makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.\nFocus: A soft glove.","short_description":"A magical construct in the shape of a hand appears next to you.","material_components":"0","name":"Bigby's Helpful Hand","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Bigby's Helpful Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One hand of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A magical construct in the shape of a hand appears next to you.<br \/>Its fingers open toward you, waiting for you to hand it an item.<br \/>This spell creates a hand of magical force that holds items for you, helps you complete long, involved tasks, and otherwise aids you.<br \/>The spell grants you a +2 competence bonus on Craft, Disable Device, and Open Lock checks for the duration of the spell.<br \/>It can hold a single object weighing up to 20 pounds.<br \/>You can grasp the object that the hand carries or place an object in its grasp as a swift action.<br \/>The hand remains in your square at all times.<br \/>It matches your speed, and you can bring the hand and the object along with you if you use dimension door, teleport, and similar spells.<br \/>You cannot order the hand to move away from you.<br \/>If you are separated from the hand, the spell immediately ends.<br \/>The hand is about 1 foot long.<br \/>It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).<br \/>It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.<br \/>Focus: A soft glove.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"A large glowing fist, the size of a human torso, appears in front of the creature and slams into it with great force.\nThe attack bonus of this striking fist equals your caster level + your key ability modifier + 2 for the hand's Strength score (14).\nThe fist deals 1d6 points of nonlethal damage per two caster levels (maximum 5d6) and attempts a bull rush (PH 154).\nThe fist has a bonus of +4 plus +1 per two caster levels on the bull rush attempt, and if successful it knocks the subject back in a direction of your choice.\nThis movement does not provoke attacks of opportunity.\nA subject that succeeds on its Reflex save takes half damage and is not subject to the bull rush attempt.\nMaterial Components: Three glass beads.","short_description":"A large glowing fist, the size of a human torso, appears in front of the creature and slams into it w...","material_components":"0","name":"Bigby's Striking Fist","level":"Duskblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Bigby's Striking Fist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A large glowing fist, the size of a human torso, appears in front of the creature and slams into it with great force.<br \/>The attack bonus of this striking fist equals your caster level + your key ability modifier + 2 for the hand&#39;s Strength score (14).<br \/>The fist deals 1d6 points of nonlethal damage per two caster levels (maximum 5d6) and attempts a bull rush (PH 154).<br \/>The fist has a bonus of +4 plus +1 per two caster levels on the bull rush attempt, and if successful it knocks the subject back in a direction of your choice.<br \/>This movement does not provoke attacks of opportunity.<br \/>A subject that succeeds on its Reflex save takes half damage and is not subject to the bull rush attempt.<br \/>Material Components: Three glass beads.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex negates","spell_resistance":"Yes","description":"A large glowing hand, the size of a human torso, appears in front of the creature and sweeps at its legs.\nThe large hand sweeps at the target creature's legs in a tripping maneuver (PH 158).\nThis trip attempt does not provoke attacks of opportunity.\nIts attack bonus equals your caster level + your key ability modifier + 2 for the hand's Strength score (14).\nThe hand has a bonus of +1 on the trip attempt for every three caster levels, to a maximum of +5 at 15th level.\nMaterial Components: Three glass beads.","short_description":"A large glowing hand, the size of a human torso, appears in front of the creature and sweeps at its l...","material_components":"0","name":"Bigby's Tripping Hand","level":"Duskblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Bigby's Tripping Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A large glowing hand, the size of a human torso, appears in front of the creature and sweeps at its legs.<br \/>The large hand sweeps at the target creature&#39;s legs in a tripping maneuver (PH 158).<br \/>This trip attempt does not provoke attacks of opportunity.<br \/>Its attack bonus equals your caster level + your key ability modifier + 2 for the hand&#39;s Strength score (14).<br \/>The hand has a bonus of +1 on the trip attempt for every three caster levels, to a maximum of +5 at 15th level.<br \/>Material Components: Three glass beads.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One hand of force","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A spectral human hand springs into existence.\nIt pushes into the target, forcing him back as he attempts to move.\nThis spell creates a hand of pure force that hinders the subject's ability to move.\nYou designate a target when casting this spell.\nYou can change the spell's target by taking a move action to do so.\nThis spell has no effect on Huge or larger creatures.\nIf the target of the spell attempts to move, it must make a Strength check (DC 12 + your key ability modifier).\nIf this check fails, the creature moves at half speed.\nThe target must make a new check each round to overcome the hand's hindering force.\nThe hand is about 1 foot long.\nIt has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).\nIt makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.\nFocus: A soft glove.","short_description":"A spectral human hand springs into existence.","material_components":"0","name":"Bigby's Warding Hand","level":"Sorcerer 2 \/ Wizard 2","full_text":"div><p><h5>Bigby's Warding Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One hand of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A spectral human hand springs into existence.<br \/>It pushes into the target, forcing him back as he attempts to move.<br \/>This spell creates a hand of pure force that hinders the subject&#39;s ability to move.<br \/>You designate a target when casting this spell.<br \/>You can change the spell&#39;s target by taking a move action to do so.<br \/>This spell has no effect on Huge or larger creatures.<br \/>If the target of the spell attempts to move, it must make a Strength check (DC 12 + your key ability modifier).<br \/>If this check fails, the creature moves at half speed.<br \/>The target must make a new check each round to overcome the hand&#39;s hindering force.<br \/>The hand is about 1 foot long.<br \/>It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).<br \/>It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.<br \/>Focus: A soft glove.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"A pulsing darkness bleeds from your body.\nYou conjure up a cloud of inky darkness laced with life-sucking energy from the Negative Energy Plane.\nLiving creatures in the area take 1d6 points of damage each round, starting in the round when they enter the area and at the beginning of their turns each round they remain in the area.\nThe damage can be prevented by any effect that protects against negative energy, such as death ward.\nIn addition, undead gain turn resistance +4 and fast healing 3 for as long as they remain in the area of the spell.\nBleakness counters or dispels any light spell of equal or lower level.","short_description":"A pulsing darkness bleeds from your body.","material_components":"0","name":"Bleakness","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Bleakness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A pulsing darkness bleeds from your body.<br \/>You conjure up a cloud of inky darkness laced with life-sucking energy from the Negative Energy Plane.<br \/>Living creatures in the area take 1d6 points of damage each round, starting in the round when they enter the area and at the beginning of their turns each round they remain in the area.<br \/>The damage can be prevented by any effect that protects against negative energy, such as death ward.<br \/>In addition, undead gain turn resistance +4 and fast healing 3 for as long as they remain in the area of the spell.<br \/>Bleakness counters or dispels any light spell of equal or lower level.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"All allies in a 40-ft.-radius burst centered on you","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A sudden burst of warm, radiant light engulfs you and your allies.\nThe light fades quickly but lingers on the weapons of those affected.\nYou bless yourself and your allies.\nYou and your allies'melee and ranged attacks deal an extra 1d6 points of holy damage and are considered good-aligned for the purpose of overcoming damage reduction.","short_description":"A sudden burst of warm, radiant light engulfs you and your allies.","material_components":"0","name":"Blessing of the Righteous","level":"Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Blessing of the Righteous<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A sudden burst of warm, radiant light engulfs you and your allies.<br \/>The light fades quickly but lingers on the weapons of those affected.<br \/>You bless yourself and your allies.<br \/>You and your allies&#39;melee and ranged attacks deal an extra 1d6 points of holy damage and are considered good-aligned for the purpose of overcoming damage reduction.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"See text","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"See text","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A sphere of fiery energy comes into being before you.\nYou channel energy into it, causing it to bubble and seethe with power.\nWhen you have poured enough energy into the sphere, you send it flying into your foes.\nThis spell creates a bolt of fiery energy that blasts your enemies.\nThe spell's strength depends on the amount of time you spend channeling energy into it.\nIf you cast this spell as a swift action, it deals 1d4 points of fire damage per two caster levels (maximum 10d4) against a single target of your choice.\nIf you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in a 10-foot-radius spread.\nIf you cast this spell as a full-round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread.\nIf you spend 2 rounds casting this spell, it deals 1d10 points of fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.\nYou do not need to declare ahead of time how long you want to spend casting the spell.\nWhen you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.","short_description":"A sphere of fiery energy comes into being before you.","material_components":"0","name":"Channeled Pyroburst","level":"Duskblade 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Channeled Pyroburst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A sphere of fiery energy comes into being before you.<br \/>You channel energy into it, causing it to bubble and seethe with power.<br \/>When you have poured enough energy into the sphere, you send it flying into your foes.<br \/>This spell creates a bolt of fiery energy that blasts your enemies.<br \/>The spell&#39;s strength depends on the amount of time you spend channeling energy into it.<br \/>If you cast this spell as a swift action, it deals 1d4 points of fire damage per two caster levels (maximum 10d4) against a single target of your choice.<br \/>If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in a 10-foot-radius spread.<br \/>If you cast this spell as a full-round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread.<br \/>If you spend 2 rounds casting this spell, it deals 1d10 points of fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.<br \/>You do not need to declare ahead of time how long you want to spend casting the spell.<br \/>When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D) or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A crown of divine energy appears upon the target's brow.\nThe holy symbol of the caster's faith is set at the front of the crown.\nYou create a magic crown infused with divine energy harmful to enemies of your faith.\nChoose a single alignment (chaotic, evil, good, or lawful) when you cast this spell.\nOnce per minute, the crown's wearer gains a +2 divine bonus on damage rolls on his next melee or ranged attack if his target has the designated alignment.\nThe crown's wearer must decide to use this extra damage before making his attack.\nIf he misses, the extra damage is lost.\nAs an immediate action, the creature wearing a crown of smiting can discharge its magic to gain a +8 divine bonus on damage on a single attack.\nThe spell ends after the wearer uses the crown in this manner.\nThe crown occupies space on the body as a headband, hat, or helm.\nIf the crown is removed, the spell immediately ends.\nFocus: A silver hoop 6 inches in diameter costing 25 gp.","short_description":"A crown of divine energy appears upon the target's brow.","material_components":"0","name":"Crown of Smiting","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Crown of Smiting<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D) or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A crown of divine energy appears upon the target&#39;s brow.<br \/>The holy symbol of the caster&#39;s faith is set at the front of the crown.<br \/>You create a magic crown infused with divine energy harmful to enemies of your faith.<br \/>Choose a single alignment (chaotic, evil, good, or lawful) when you cast this spell.<br \/>Once per minute, the crown&#39;s wearer gains a +2 divine bonus on damage rolls on his next melee or ranged attack if his target has the designated alignment.<br \/>The crown&#39;s wearer must decide to use this extra damage before making his attack.<br \/>If he misses, the extra damage is lost.<br \/>As an immediate action, the creature wearing a crown of smiting can discharge its magic to gain a +8 divine bonus on damage on a single attack.<br \/>The spell ends after the wearer uses the crown in this manner.<br \/>The crown occupies space on the body as a headband, hat, or helm.<br \/>If the crown is removed, the spell immediately ends.<br \/>Focus: A silver hoop 6 inches in diameter costing 25 gp.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"3 rounds","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"You conjure a band of energy that slowly squeezes your opponent.\nAs the band tightens, it restricts his movement and eventually holds him in place, rigid with paralysis.\nThis spell has one effect on an opponent when you begin casting it.\nAt the beginning of your next turn, when you finish casting\nthe spell, it has a second effect.\nWhen you start casting this spell, your target takes a -2 penalty on attacks, checks, saves, and AC.\nHe also takes a 20-foot penalty to speed.\nThis effect does not allow a saving throw, but spell resistance applies.\nIf you fail to overcome the target's spell resistance, you immediately stop casting the spell, and the secondary effect does not take place.\nWhen you complete the casting of this spell, your target must make a Fortitude saving throw or be paralyzed.\nEven if the target makes this saving throw, this spell's initial effect continues to affect him for the spell's duration.\nThis spell's duration begins after you have completed casting it.","short_description":"You conjure a band of energy that slowly squeezes your opponent.","material_components":"0","name":"Crushing Grip","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Crushing Grip<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a band of energy that slowly squeezes your opponent.<br \/>As the band tightens, it restricts his movement and eventually holds him in place, rigid with paralysis.<br \/>This spell has one effect on an opponent when you begin casting it.<br \/>At the beginning of your next turn, when you finish casting<br \/>the spell, it has a second effect.<br \/>When you start casting this spell, your target takes a -2 penalty on attacks, checks, saves, and AC.<br \/>He also takes a 20-foot penalty to speed.<br \/>This effect does not allow a saving throw, but spell resistance applies.<br \/>If you fail to overcome the target&#39;s spell resistance, you immediately stop casting the spell, and the secondary effect does not take place.<br \/>When you complete the casting of this spell, your target must make a Fortitude saving throw or be paralyzed.<br \/>Even if the target makes this saving throw, this spell&#39;s initial effect continues to affect him for the spell&#39;s duration.<br \/>This spell&#39;s duration begins after you have completed casting it.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"The creature you point at explodes in a massive spray of fire.\nIf the target fails its saving throw, this spell slays the creature, and the explosion extends out to a 20-foot-radius burst around it.\nCreatures in this area take 1d6 points of fire damage per caster level (maximum 20d6), though they can attempt Reflex saves for half damage.\nThe exploded creature's remains are scattered and vaporized, leaving nothing but dry ash.\nIf the target succeeds on its saving throw, it is wracked by a series of small explosions and takes 7d6 points of fire damage.\nIf this damage kills the creature, it explodes as described above.\nDetonate has no effect on creatures that have immunity to fire.\nMaterial Component: A tindertwig and a piece of string.","short_description":"The creature you point at explodes in a massive spray of fire.","material_components":"0","name":"Detonate","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Detonate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The creature you point at explodes in a massive spray of fire.<br \/>If the target fails its saving throw, this spell slays the creature, and the explosion extends out to a 20-foot-radius burst around it.<br \/>Creatures in this area take 1d6 points of fire damage per caster level (maximum 20d6), though they can attempt Reflex saves for half damage.<br \/>The exploded creature&#39;s remains are scattered and vaporized, leaving nothing but dry ash.<br \/>If the target succeeds on its saving throw, it is wracked by a series of small explosions and takes 7d6 points of fire damage.<br \/>If this damage kills the creature, it explodes as described above.<br \/>Detonate has no effect on creatures that have immunity to fire.<br \/>Material Component: A tindertwig and a piece of string.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"0 ft.","target":"","effect":"Magic weapon of force","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"A spectral weapon composed of pure force energy springs into existence next to you.\nEach time a foe strikes you, the weapon springs into action, chopping into your foe and dealing a grievous wound.\nThis spell creates a divine weapon that mimics your deity's favored weapon.\nAny time you are struck for damage by a melee attack, this weapon strikes at your foe.\nIt has a base attack bonus equal to your caster level + your Str modifier or Wis modifier (your choice).\nIt deals damage as per your deity's favored weapon, and is of a size equal to your current size.\nThe weapon gains a bonus on damage rolls equal to 1-1\/2 times your Str modifier or Wis modifier (your choice).\nThere is no limit to the number of attacks that this weapon can make.\nIf a hydra bites at and hits you six times, this weapon in turn strikes at the hydra six times.\nThe weapon has reach or range appropriate to its type.\nIt shares a space with you.\nIf you are Large or larger, it counts as occupying each square of the space you fill.","short_description":"A spectral weapon composed of pure force energy springs into existence next to you.","material_components":"0","name":"Divine Retaliation","level":"Cleric 3 \/ Paladin 4","full_text":"<div><p><h5>Divine Retaliation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magic weapon of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A spectral weapon composed of pure force energy springs into existence next to you.<br \/>Each time a foe strikes you, the weapon springs into action, chopping into your foe and dealing a grievous wound.<br \/>This spell creates a divine weapon that mimics your deity&#39;s favored weapon.<br \/>Any time you are struck for damage by a melee attack, this weapon strikes at your foe.<br \/>It has a base attack bonus equal to your caster level + your Str modifier or Wis modifier (your choice).<br \/>It deals damage as per your deity&#39;s favored weapon, and is of a size equal to your current size.<br \/>The weapon gains a bonus on damage rolls equal to 1-1\/2 times your Str modifier or Wis modifier (your choice).<br \/>There is no limit to the number of attacks that this weapon can make.<br \/>If a hydra bites at and hits you six times, this weapon in turn strikes at the hydra six times.<br \/>The weapon has reach or range appropriate to its type.<br \/>It shares a space with you.<br \/>If you are Large or larger, it counts as occupying each square of the space you fill.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 5-ft. square\/level (S)","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You call upon the power of Obad-Hai and conjure forth a great drift of snow, leaves, or smoldering ash.\nDruids of Obad-Hai routinely evoke the drifts of their lord to delay their enemies, to buy themselves time in the face of a sudden threat, and simply to decorate their groves.\nYou create drifts of snow, leaves, or ash 3 feet thick.\nIt costs 2 squares of movement to enter a drift-covered square.\nAdditional effects apply based on the type of drift.\nA snow drift ripples with freezing energy.\nAnyone moving through or located in a snow drift takes 3 points of cold damage each round.\nIf any part of a leaf drift comes in contact with fire (anything from a torch to a fireball will do), the whole drift instantly ignites.\nThe heat from the burning leaves deals 2d6 points of fire damage to anyone in the inferno.\nAn ash drift smolders with dying embers.\nAnyone moving through or located in an ash drift takes 3 points of fire damage each round.","short_description":"You call upon the power of Obad-Hai and conjure forth a great drift of snow, leaves, or smoldering as...","material_components":"0","name":"Drifts of the Shalm","level":"Druid 2","full_text":"<div><p><h5>Drifts of the Shalm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You call upon the power of Obad-Hai and conjure forth a great drift of snow, leaves, or smoldering ash.<br \/>Druids of Obad-Hai routinely evoke the drifts of their lord to delay their enemies, to buy themselves time in the face of a sudden threat, and simply to decorate their groves.<br \/>You create drifts of snow, leaves, or ash 3 feet thick.<br \/>It costs 2 squares of movement to enter a drift-covered square.<br \/>Additional effects apply based on the type of drift.<br \/>A snow drift ripples with freezing energy.<br \/>Anyone moving through or located in a snow drift takes 3 points of cold damage each round.<br \/>If any part of a leaf drift comes in contact with fire (anything from a torch to a fireball will do), the whole drift instantly ignites.<br \/>The heat from the burning leaves deals 2d6 points of fire damage to anyone in the inferno.<br \/>An ash drift smolders with dying embers.<br \/>Anyone moving through or located in an ash drift takes 3 points of fire damage each round.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 immediate action","range":"5 ft.","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"As the creature strikes you, an arc of lightning springs from your body and blasts the creature in return.\nYou can cast this spell only when another creature has just dealt hit point damage to you with a melee attack.\nWhen you cast electric vengeance, a blast of lightning arcs from your body into the subject's; the arc deals 2d8 points of electricity damage +1 point per caster level (maximum +10).","short_description":"As the creature strikes you, an arc of lightning springs from your body and blasts the creature in re...","material_components":"0","name":"Electric Vengeance","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Electric Vengeance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>5 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As the creature strikes you, an arc of lightning springs from your body and blasts the creature in return.<br \/>You can cast this spell only when another creature has just dealt hit point damage to you with a melee attack.<br \/>When you cast electric vengeance, a blast of lightning arcs from your body into the subject&#39;s; the arc deals 2d8 points of electricity damage +1 point per caster level (maximum +10).<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Fortitude partial","spell_resistance":"","description":"This spell functions like electric vengeance, except as noted here.\nThis spell deals 5d8 points of damage +1 per caster level (maximum +15), and the target of the spell must succeed on a Fortitude save or be dazed until the end of your next turn.","short_description":"This spell functions like electric vengeance, except as noted here.","material_components":"0","name":"Electric Vengeance, Greater","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Electric Vengeance, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr>tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like electric vengeance, except as noted here.<br \/>This spell deals 5d8 points of damage +1 per caster level (maximum +15), and the target of the spell must succeed on a Fortitude save or be dazed until the end of your next turn.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30-ft.-radius spread","duration":"1 minute\/level","saving_throw":"See text","spell_resistance":"No","description":"_You call forth a thin, multihued mist that fills the area. Small incandescent lights, no brighter than candles, drift lazily throughout the mist._\n\nThe mist is too thin to obscure vision or provide concealment, but walking through it is hazardous. Each round, a creature that begins its turn in the area of the spell, or that enters themist during its turn, is subject to one or more of the following effects based on the (randomly determined) color of the mist in the area around the creature.\n\nConsult the table below to determine the color of the mist and its effect.\n\n|_. d8 |_. Color |_. Effect |_.\n| 1 | Red | 1d4 points fire damage |\n| 2 | Orange | 1d6 points acid   damage |\n| 3 | Yellow | 1d8 points electricity   damage |\n| 4 | Green | Poison; 1d4 points Str  damage (Fort negates) |\n| 5 | Blue |  Slowed for 1 round   (Will negates) |\n| 6 | Indigo |  Lesser confusion for 1   round (Will negates,   mind-affecting) |\n| 7 | Violet | Dazed for 1 round   (Will negates) |\n| 8 | At | the junction of two colors; roll  twice more, ignoring any 8  results |","short_description":"_You call forth a thin, multihued mist that fills the area.","material_components":"0","name":"Prismatic Mist","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Prismatic Mist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p><em>You call forth a thin, multihued mist that fills the area. Small incandescent lights, no brighter than candles, drift lazily throughout the mist.<\/em><\/p>\n\n\t<p>The mist is too thin to obscure vision or provide concealment, but walking through it is hazardous. Each round, a creature that begins its turn in the area of the spell, or that enters themist during its turn, is subject to one or more of the following effects based on the (randomly determined) color of the mist in the area around the creature.<\/p>\n\n\t<p>Consult the table below to determine the color of the mist and its effect.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>d8 <\/th>\n\t\t\t<th>Color <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> 1d4 points fire damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Orange <\/td>\n\t\t\t<td> 1d6 points acid   damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Yellow <\/td>\n\t\t\t<td> 1d8 points electricity   damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> Poison; 1d4 points Str  damage (Fort negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td>  Slowed for 1 round   (Will negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Indigo <\/td>\n\t\t\t<td>  Lesser confusion for 1   round (Will negates,   mind-affecting) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Violet <\/td>\n\t\t\t<td> Dazed for 1 round   (Will negates) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> At <\/td>\n\t\t\t<td> the junction of two colors; roll  twice more, ignoring any &quot;8&quot;  results <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft.-radius emanation centered on you","duration":"1 round\/level (D); see text","saving_throw":"None","spell_resistance":"No","description":"A bright, scintillating light shines from your body.\nFor the duration of this spell, you emanate a bright light that undead find uncomfortable.\nThe illumination within the area is bright, the equivalent of a daylight spell.\nUndead in the area are dazzled for as long as they remain in the radius and for 1d6 rounds thereafter.\nRadiance counters or dispels any darkness spell of equal or lower level.","short_description":"A bright, scintillating light shines from your body.","material_components":"0","name":"Radiance","level":"Cleric 5 \/ Druid 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Radiance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A bright, scintillating light shines from your body.<br \/>For the duration of this spell, you emanate a bright light that undead find uncomfortable.<br \/>The illumination within the area is bright, the equivalent of a daylight spell.<br \/>Undead in the area are dazzled for as long as they remain in the radius and for 1d6 rounds thereafter.<br \/>Radiance counters or dispels any darkness spell of equal or lower level.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 minute","saving_throw":"Reflex negates; see below","spell_resistance":"Yes","description":"A ray of pulsing yellow light springs from your hand.\nIt strikes your target and wraps around him like a snake, hampering his ability to move and attack.\nThis spell creates a ropey strand of arcane energy that restricts a creature's movements.\nA creature struck by this ray can only make one attack per round and cannot make attacks of opportunity.\nIn addition, the creature's speed is reduced by 10 feet.\nAfter the spell has been in effect for 1 round, at the start of its turn in each round thereafter, the subject is allowed a Reflex save to resist the spell's effects.\nIf the save succeeds, the creature ignores the spell's effects for that round.\nIt must make a new save each round, regardless of the result of a previous save.","short_description":"A ray of pulsing yellow light springs from your hand.","material_components":"0","name":"Ray of the Python","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Ray of the Python<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates; see below<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A ray of pulsing yellow light springs from your hand.<br \/>It strikes your target and wraps around him like a snake, hampering his ability to move and attack.<br \/>This spell creates a ropey strand of arcane energy that restricts a creature&#39;s movements.<br \/>A creature struck by this ray can only make one attack per round and cannot make attacks of opportunity.<br \/>In addition, the creature&#39;s speed is reduced by 10 feet.<br \/>After the spell has been in effect for 1 round, at the start of its turn in each round thereafter, the subject is allowed a Reflex save to resist the spell&#39;s effects.<br \/>If the save succeeds, the creature ignores the spell&#39;s effects for that round.<br \/>It must make a new save each round, regardless of the result of a previous save.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"30-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"None or Will half; see text","spell_resistance":"Yes","description":"Holy light blasts from your upraised fist.\nThis spell heals every ally in the area of 1d8 points of damage +1 per caster level (maximum +35).\nEvery enemy in the area takes 1d8 points of damage +1 per caster level (maximum +35).\nEnemies are allowed Will saves to halve the damage.\nMaterial Component: A handful of silver dust (worth 15 gp).","short_description":"Holy light blasts from your upraised fist.","material_components":"0","name":"Righteous Burst","level":"Cleric 7","full_text":"<div><p><h5>Righteous Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Will half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Holy light blasts from your upraised fist.<br \/>This spell heals every ally in the area of 1d8 points of damage +1 per caster level (maximum +35).<br \/>Every enemy in the area takes 1d8 points of damage +1 per caster level (maximum +35).<br \/>Enemies are allowed Will saves to halve the damage.<br \/>Material Component: A handful of silver dust (worth 15 gp).<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous; see text","saving_throw":"None","spell_resistance":"Yes","description":"A ray of electricity springs from your hand.\nIt snakes around obstacles, cover, and other impediments on its way toward your target.\nYou create a ray that deals 4d6 points of electricity damage if it strikes your target.\nWhile this ray requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total concealment or total cover), and it does not take the standard penalty for firing into melee.\nIn addition to the damage it deals, the ray creates a link of energy between you and the subject.\nIf this ray struck the target and dealt damage, you gain a +4 bonus on attacks you make with ray spells (including another casting of this one, if desired) against the subject for 1 round per caster level.\nIf you cast seeking ray a second time on a creature that is still linked to you from a previous casting, the duration of the new link overlaps (does not stack with) the remaining duration of the previous one.","short_description":"A ray of electricity springs from your hand.","material_components":"0","name":"Seeking Ray","level":"Duskblade 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Seeking Ray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Duskblade 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A ray of electricity springs from your hand.<br \/>It snakes around obstacles, cover, and other impediments on its way toward your target.<br \/>You create a ray that deals 4d6 points of electricity damage if it strikes your target.<br \/>While this ray requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total concealment or total cover), and it does not take the standard penalty for firing into melee.<br \/>In addition to the damage it deals, the ray creates a link of energy between you and the subject.<br \/>If this ray struck the target and dealt damage, you gain a +4 bonus on attacks you make with ray spells (including another casting of this one, if desired) against the subject for 1 round per caster level.<br \/>If you cast seeking ray a second time on a creature that is still linked to you from a previous casting, the duration of the new link overlaps (does not stack with) the remaining duration of the previous one.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"_The air around you shifts and shimmers as a field of pure sonic energy forms before you. This shield repels all attacks with a blast of energy that sends the attacker stumbling backward._\n\nThis spell grants you a +4 deflection bonus to AC.  In addition, anyone who successfully hits you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space of your choice.  If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of sonic damage.","short_description":"_The air around you shifts and shimmers as a field of pure sonic energy forms before you.","material_components":"0","name":"Sonic Shield","level":"Bard 3 \/ Duskblade 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Sonic Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Duskblade 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p><em>The air around you shifts and shimmers as a field of pure sonic energy forms before you. This shield repels all attacks with a blast of energy that sends the attacker stumbling backward.<\/em><\/p>\n\n\t<p>This spell grants you a +4 deflection bonus to AC.  In addition, anyone who successfully hits you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space of your choice.  If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of sonic damage.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"Yes","description":"The air around you crackles with the distant boom of thunder.\nA dome of translucent golden energy surrounds the spell's area.\nThe dome shakes and rattles, while the muffled sounds of explosive blasts echoes from it.\nAny creature within the dome is knocked into the air by the powerful, ear-splitting blasts.\nThis spell creates an area of turbulent, sonic energy.\nFor the duration of the spell, any creature that starts its turn in the spell's area must make a Fortitude save or take 1d8 points of sonic damage.\nIn addition, affected creatures must make a Reflex save or be knocked prone.\nIf a creature is already prone, failing this save has no effect on it.","short_description":"The air around you crackles with the distant boom of thunder.","material_components":"0","name":"Thunder Field","level":"Bard 4 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Thunder Field<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The air around you crackles with the distant boom of thunder.<br \/>A dome of translucent golden energy surrounds the spell&#39;s area.<br \/>The dome shakes and rattles, while the muffled sounds of explosive blasts echoes from it.<br \/>Any creature within the dome is knocked into the air by the powerful, ear-splitting blasts.<br \/>This spell creates an area of turbulent, sonic energy.<br \/>For the duration of the spell, any creature that starts its turn in the spell&#39;s area must make a Fortitude save or take 1d8 points of sonic damage.<br \/>In addition, affected creatures must make a Reflex save or be knocked prone.<br \/>If a creature is already prone, failing this save has no effect on it.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"30-ft. line","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"You stomp your foot, causing a shockwave to shoot out from you.\nWhen you cast this spell, earth and stone blast upward along a 30-foot line, smashing creatures and knocking them out of the way.\nThis spell deals 1d6 points of bludgeoning damage per caster level (maximum 15d6) to every creature it contacts and creates a 5-foot-wide mound of stone and rubble along the path of the line.\nCreatures within the area that fail their Reflex saves are moved to a random side of the rubble.\nThe rubble created is difficult terrain that requires 2 squares of movement to enter.\nCreatures that succeed on their saving throws take half damage and are not moved by the mound of rubble.","short_description":"You stomp your foot, causing a shockwave to shoot out from you.","material_components":"0","name":"Wrack Earth","level":"Druid 7","full_text":"<div><p><h5>Wrack Earth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You stomp your foot, causing a shockwave to shoot out from you.<br \/>When you cast this spell, earth and stone blast upward along a 30-foot line, smashing creatures and knocking them out of the way.<br \/>This spell deals 1d6 points of bludgeoning damage per caster level (maximum 15d6) to every creature it contacts and creates a 5-foot-wide mound of stone and rubble along the path of the line.<br \/>Creatures within the area that fail their Reflex saves are moved to a random side of the rubble.<br \/>The rubble created is difficult terrain that requires 2 squares of movement to enter.<br \/>Creatures that succeed on their saving throws take half damage and are not moved by the mound of rubble.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"You and one creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You point at the target of this spell.\nThe colors of your clothing, skin, and hair shine for a brief moment before they surge away from you, forming a multicolored ray that strikes your target.\nYou disappear as the colors of your body and items leap from you into the beam.\nThe target clutches his eyes and staggers.\nYou strip the color from your body and gear, turn it into a lance of energy, and hurl it at a target.\nWhen you cast this spell, you target a creature with the colors stripped from your form.\nThe target must make a Will save or be blinded for 1 round.\nYou also gain the benefit of invisibility, for the duration of this spell, even if the target creature succeeds on its save or if its spell resistance protects it.\nFocus: A small prism.","short_description":"You point at the target of this spell.","material_components":"0","name":"Blinding Color Surge","level":"Beguiler 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Blinding Color Surge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You point at the target of this spell.<br \/>The colors of your clothing, skin, and hair shine for a brief moment before they surge away from you, forming a multicolored ray that strikes your target.<br \/>You disappear as the colors of your body and items leap from you into the beam.<br \/>The target clutches his eyes and staggers.<br \/>You strip the color from your body and gear, turn it into a lance of energy, and hurl it at a target.<br \/>When you cast this spell, you target a creature with the colors stripped from your form.<br \/>The target must make a Will save or be blinded for 1 round.<br \/>You also gain the benefit of invisibility, for the duration of this spell, even if the target creature succeeds on its save or if its spell resistance protects it.<br \/>Focus: A small prism.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D) or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A shimmering halo of energy surrounds the target's head like a crown.\nIt flashes a spectrum of colors before fading away.\nThis spell creates a magic crown infused with illusion magic.\nThe spell's recipient gains a +2 competence bonus on Disguise and Hide checks.\nAs an immediate action, the creature wearing the crown of veils can discharge its magic to gain a +8 competence bonus on a single Disguise or Hide check.\nThe spell ends after the wearer uses the crown in this manner.\nThe crown occupies space on the body as a headband, hat, or helm.\nIf the crown is removed, the spell immediately ends.\nFocus: A brass hoop 6 inches in diameter.","short_description":"A shimmering halo of energy surrounds the target's head like a crown.","material_components":"0","name":"Crown of Veils","level":"Bard 2 \/ Beguiler 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Crown of Veils<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Beguiler 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D) or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A shimmering halo of energy surrounds the target&#39;s head like a crown.<br \/>It flashes a spectrum of colors before fading away.<br \/>This spell creates a magic crown infused with illusion magic.<br \/>The spell&#39;s recipient gains a +2 competence bonus on Disguise and Hide checks.<br \/>As an immediate action, the creature wearing the crown of veils can discharge its magic to gain a +8 competence bonus on a single Disguise or Hide check.<br \/>The spell ends after the wearer uses the crown in this manner.<br \/>The crown occupies space on the body as a headband, hat, or helm.<br \/>If the crown is removed, the spell immediately ends.<br \/>Focus: A brass hoop 6 inches in diameter.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature\/level, none of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level (D); see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your enemies transform into what they each hate the most, suddenly turning against each other.\nYou overlay phantasmal images over your enemies, making them appear to each other as loathsome and despicable, implanting an urge to kill and destroy the object of their ire.\nOrcs might see each other as elves or dwarves, demons might see angels, and so on.\nAll subjects receive a Will save to see through the phantasm.\nEach individual failing its save turns on the closest ally and attacks until the first time it deals damage, which causes the spell to end for that attacker.\nMaterial Component: A swatch of white silk.","short_description":"Your enemies transform into what they each hate the most, suddenly turning against each other.","material_components":"0","name":"Friend to Foe","level":"Bard 5 \/ Beguiler 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Friend to Foe<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Beguiler 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your enemies transform into what they each hate the most, suddenly turning against each other.<br \/>You overlay phantasmal images over your enemies, making them appear to each other as loathsome and despicable, implanting an urge to kill and destroy the object of their ire.<br \/>Orcs might see each other as elves or dwarves, demons might see angels, and so on.<br \/>All subjects receive a Will save to see through the phantasm.<br \/>Each individual failing its save turns on the closest ally and attacks until the first time it deals damage, which causes the spell to end for that attacker.<br \/>Material Component: A swatch of white silk.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"A phalanx of spectral swordfighters appears. Their blades are drawn, and they stand ready to strike. \n\nA ghostly, incorporeal swordfighter appears in each square covered by this spell's area. A swordfighter can share a space with another creature or object. Each swordfighter threatens the squares adjacent to it and canmake one attack of opportunity per round. The swordfighters do not hinder movement, block terrain, or block line of effect. They can flank an opponent with each other and with your allies.\n\nEach swordfighter has hit points equal to twice your caster level and an Armor Class of 25. It makes saving throws or checks with a bonus equal to your caster level. \n\nThe swordsmen's attacks are at a bonus equal to your caster level, they threaten critical hits on a 19 or 20, and they deal 1d8 points of slashing damage with a +1 bonus per three caster levels (max +5). They only make attacks of opportunity, and their weapon damage is slashing and is affected by damage reduction.\n\nMaterial Component: A pewter swordfighter miniature figure.","short_description":"A phalanx of spectral swordfighters appears.","material_components":"0","name":"Legion of Sentinels","level":"Beguiler 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Legion of Sentinels<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A phalanx of spectral swordfighters appears. Their blades are drawn, and they stand ready to strike. <\/p>\n\n\t<p>A ghostly, incorporeal swordfighter appears in each square covered by this spell&#39;s area. A swordfighter can share a space with another creature or object. Each swordfighter threatens the squares adjacent to it and canmake one attack of opportunity per round. The swordfighters do not hinder movement, block terrain, or block line of effect. They can flank an opponent with each other and with your allies.<\/p>\n\n\t<p>Each swordfighter has hit points equal to twice your caster level and an Armor Class of 25. It makes saving throws or checks with a bonus equal to your caster level. <\/p>\n\n\t<p>The swordsmen&#39;s attacks are at a bonus equal to your caster level, they threaten critical hits on a 19 or 20, and they deal 1d8 points of slashing damage with a +1 bonus per three caster levels (max +5). They only make attacks of opportunity, and their weapon damage is slashing and is affected by damage reduction.<\/p>\n\n\t<p>Material Component: A pewter swordfighter miniature figure.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 immediate action","range":"Personal; see text for mirror image (PH 254)","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"Several illusory duplicates of you pop into being.\nThis spell functions like mirror image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images.\nIf all images are destroyed, the spell ends.\nThis spell also differs from mirror image in that you can cast this spell even when it's not your turn.","short_description":"Several illusory duplicates of you pop into being.","material_components":"0","name":"Mirror Image, Greater","level":"Bard 4 \/ Beguiler 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Mirror Image, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Beguiler 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal; see text for mirror image (PH 254)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Several illusory duplicates of you pop into being.<br \/>This spell functions like mirror image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images.<br \/>If all images are destroyed, the spell ends.<br \/>This spell also differs from mirror image in that you can cast this spell even when it&#39;s not your turn.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Figment","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create an illusory horde of snarling ogres, fierce orcs, and proud knights in armor, all locked in battle.\nCreatures in the area move cautiously as they are caught up in the phantom melee.\nThis spell creates the illusion of a fierce battle.\nYour enemies move cautiously and pass up the opportunity to strike their foes, since the roar and confusion of the battle distracts them.\nAll creatures within the area of the spell that fail their saving throws cannot make attacks of opportunity.\nIn addition, all creatures within the area are considered flanked.\nA creature ignores these effects when it leaves the spell's area.\nIf a creature reenters the spell's area after leaving it, the creature can attempt another save to resist the spell if its initial save failed.\nA creature that enters the area for the first time after the spell is cast must also make a saving throw to resist the effect.\nA phantom battle spell produces noise appropriate to a mob of creatures locked in battle.\nAnyone in the battle can plainly see that the conjured fighters are no threat, since they strike solely at other phantom warriors, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.\nA creature that succeeds on its save can still see the spectral outline of the illusion, but is able to block out the distraction and fight as normal.\nWhen you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.","short_description":"You create an illusory horde of snarling ogres, fierce orcs, and proud knights in armor, all locked i...","material_components":"0","name":"Phantom Battle","level":"Bard 3 \/ Beguiler 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Phantom Battle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Figment)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Beguiler 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an illusory horde of snarling ogres, fierce orcs, and proud knights in armor, all locked in battle.<br \/>Creatures in the area move cautiously as they are caught up in the phantom melee.<br \/>This spell creates the illusion of a fierce battle.<br \/>Your enemies move cautiously and pass up the opportunity to strike their foes, since the roar and confusion of the battle distracts them.<br \/>All creatures within the area of the spell that fail their saving throws cannot make attacks of opportunity.<br \/>In addition, all creatures within the area are considered flanked.<br \/>A creature ignores these effects when it leaves the spell&#39;s area.<br \/>If a creature reenters the spell&#39;s area after leaving it, the creature can attempt another save to resist the spell if its initial save failed.<br \/>A creature that enters the area for the first time after the spell is cast must also make a saving throw to resist the effect.<br \/>A phantom battle spell produces noise appropriate to a mob of creatures locked in battle.<br \/>Anyone in the battle can plainly see that the conjured fighters are no threat, since they strike solely at other phantom warriors, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.<br \/>A creature that succeeds on its save can still see the spectral outline of the illusion, but is able to block out the distraction and fight as normal.<br \/>When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 round\/level","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"You create a field of swirling patterns of color, light, and motion.\nCreatures in the area stagger as the barrage of sensations overloads their senses and leaves them overcome with vertigo.\nThis spell creates a field of illusory magic that hampers the movement and senses of any creature that enters it.\nThe area within the field counts as difficult terrain.\nAttacks made through or from inside the field have a 20% miss chance.\nA creature that begins its turn inside the field must make a Fortitude save or become nauseated for 1 round.\nOnce a creature fails this save, it does not need to make another save against this effect.\nWhen you cast this spell, you can choose for this nauseating effect not to apply to a number of allies you designate less than or equal to your caster level.\nThose allies still treat the vertigo field as difficult terrain and have the 20% miss chance on attacks.","short_description":"You create a field of swirling patterns of color, light, and motion.","material_components":"0","name":"Vertigo Field","level":"Beguiler 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Vertigo Field<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Pattern)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beguiler 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a field of swirling patterns of color, light, and motion.<br \/>Creatures in the area stagger as the barrage of sensations overloads their senses and leaves them overcome with vertigo.<br \/>This spell creates a field of illusory magic that hampers the movement and senses of any creature that enters it.<br \/>The area within the field counts as difficult terrain.<br \/>Attacks made through or from inside the field have a 20% miss chance.<br \/>A creature that begins its turn inside the field must make a Fortitude save or become nauseated for 1 round.<br \/>Once a creature fails this save, it does not need to make another save against this effect.<br \/>When you cast this spell, you can choose for this nauseating effect not to apply to a number of allies you designate less than or equal to your caster level.<br \/>Those allies still treat the vertigo field as difficult terrain and have the 20% miss chance on attacks.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will disbelief","spell_resistance":"No","description":"You cripple a target with sensations of falling.\nThe subject of this spell becomes dizzy as the ground seems to drop away beneath its feet.\nThe subject must succeed on a DC 10 Balance check at the start of each turn to take a move action.\nIf it fails, it cannot move.\nIf it fails the check by 5 or more, it falls prone.\nWhile affected, the subject also takes a -2 penalty on attack rolls and saving throws.\nAirborne creatures receive a +4 bonus on saves against this spell and do not need to make the Balance checks.","short_description":"You cripple a target with sensations of falling.","material_components":"0","name":"Vertigo","level":"Bard 2 \/ Beguiler 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Vertigo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Beguiler 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cripple a target with sensations of falling.<br \/>The subject of this spell becomes dizzy as the ground seems to drop away beneath its feet.<br \/>The subject must succeed on a DC 10 Balance check at the start of each turn to take a move action.<br \/>If it fails, it cannot move.<br \/>If it fails the check by 5 or more, it falls prone.<br \/>While affected, the subject also takes a -2 penalty on attack rolls and saving throws.<br \/>Airborne creatures receive a +4 bonus on saves against this spell and do not need to make the Balance checks.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 round\/level or until discharged","saving_throw":"None","spell_resistance":"No","description":"Red blood erupts along the weapon's blade, bludgeon, or point.\nThe blood drips to spatter in thick, viscous drops upon the ground.\nThis spell infuses the weapon touched with baleful energy.\nThe next time this weapon strikes a living creature, blade of blood discharges.\nThe spell deals an extra 1d6 points of damage against the target of the attack.\nYou can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage).\nThe weapon loses this property if its wielder drops it or otherwise loses contact with it.","short_description":"Red blood erupts along the weapon's blade, bludgeon, or point.","material_components":"0","name":"Blade of Blood","level":"Assassin 1 \/ Blackguard 1 \/ Cleric 1 \/ Duskblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Blade of Blood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Blackguard 1 \/ Cleric 1 \/ Duskblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Red blood erupts along the weapon&#39;s blade, bludgeon, or point.<br \/>The blood drips to spatter in thick, viscous drops upon the ground.<br \/>This spell infuses the weapon touched with baleful energy.<br \/>The next time this weapon strikes a living creature, blade of blood discharges.<br \/>The spell deals an extra 1d6 points of damage against the target of the attack.<br \/>You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage).<br \/>The weapon loses this property if its wielder drops it or otherwise loses contact with it.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D) or until discharged","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A ring of ghostly fog surrounds the target's head.\nWith a swirl, the fog dissipates, leaving behind a crown made of human bones.\nThis spell creates a magic crown that grants its wearer the power to command undead.\nOnce per minute, the crown's wearer can issue a one-word order to an undead creature, as per the command spell.\nThe undead creature must make a Will save to resist this effect.\nEven though command is normally a mind-affecting spell, the crown channels holy or unholy energy (depending on your alignment; neutral casters choose one or the other) to compel obedience.\nIn addition, a cleric who wears the crown can expend a use of his turn or rebuke undead ability to increase this ability's save DC by 4.\nAs an immediate action, the creature wearing a crown of the grave can discharge its magic to gain a +4 bonus on a single turn or rebuke undead attempt.\nThe spell ends after the wearer uses the crown in this manner.\nThe crown occupies space on the body as a headband, hat, or helm.\nIf the crown is removed, the spell immediately ends.\nMaterial Component: A pinch of grave dirt.\nFocus: A wooden hoop 6 inches in diameter.","short_description":"A ring of ghostly fog surrounds the target's head.","material_components":"0","name":"Crown of the Grave","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Crown of the Grave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D) or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A ring of ghostly fog surrounds the target&#39;s head.<br \/>With a swirl, the fog dissipates, leaving behind a crown made of human bones.<br \/>This spell creates a magic crown that grants its wearer the power to command undead.<br \/>Once per minute, the crown&#39;s wearer can issue a one-word order to an undead creature, as per the command spell.<br \/>The undead creature must make a Will save to resist this effect.<br \/>Even though command is normally a mind-affecting spell, the crown channels holy or unholy energy (depending on your alignment; neutral casters choose one or the other) to compel obedience.<br \/>In addition, a cleric who wears the crown can expend a use of his turn or rebuke undead ability to increase this ability&#39;s save DC by 4.<br \/>As an immediate action, the creature wearing a crown of the grave can discharge its magic to gain a +4 bonus on a single turn or rebuke undead attempt.<br \/>The spell ends after the wearer uses the crown in this manner.<br \/>The crown occupies space on the body as a headband, hat, or helm.<br \/>If the crown is removed, the spell immediately ends.<br \/>Material Component: A pinch of grave dirt.<br \/>Focus: A wooden hoop 6 inches in diameter.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"With a mighty invocation to your deity, you mark a creature as a target of your holy judgment.\nThe ground shakes, the air grows still, and all wild animals in the air become suddenly quiet and fearful as your deity passes judgment upon the target.\nThis spell marks an opponent as an enemy of your faith, one who must pay for his transgressions.\nAs long as the subject insists on fighting, it suffers divine punishment from your deity.\nThe subject of this spell takes 1d6 points of damage each time it casts a spell that causes damage or disables a creature, makes a melee or ranged attack, or uses spell-like or supernatural abilities to harm other creatures.\nThe subject of this spell must have an alignment that opposes yours on at least one axis--evil if you are good, lawful if you are chaotic, and so on.\nFor example, a chaotic good cleric can place a mark of doom upon a lawful good, lawful evil, or neutral evil opponent.\nA neutral caster can use this spell against any good, evil, lawful, or chaotic foe.","short_description":"With a mighty invocation to your deity, you mark a creature as a target of your holy judgment.","material_components":"0","name":"Mark of Doom","level":"Cleric 3 \/ Paladin 2","full_text":"<div><p><h5>Mark of Doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a mighty invocation to your deity, you mark a creature as a target of your holy judgment.<br \/>The ground shakes, the air grows still, and all wild animals in the air become suddenly quiet and fearful as your deity passes judgment upon the target.<br \/>This spell marks an opponent as an enemy of your faith, one who must pay for his transgressions.<br \/>As long as the subject insists on fighting, it suffers divine punishment from your deity.<br \/>The subject of this spell takes 1d6 points of damage each time it casts a spell that causes damage or disables a creature, makes a melee or ranged attack, or uses spell-like or supernatural abilities to harm other creatures.<br \/>The subject of this spell must have an alignment that opposes yours on at least one axis&#8212;evil if you are good, lawful if you are chaotic, and so on.<br \/>For example, a chaotic good cleric can place a mark of doom upon a lawful good, lawful evil, or neutral evil opponent.<br \/>A neutral caster can use this spell against any good, evil, lawful, or chaotic foe.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature\/3 levels, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You call upon your deity to mark your foes as enemies of the faith.\nDivine energy surges through the area, and for a brief moment a holy symbol of your deity shines from the forehead of each targeted creature.\nYou and your allies see the mark of judgment on a creature and know to strike it in preference over other unmarked targets.\nWhenever a creature succeeds on a melee or ranged attack against any subject of a mark of judgment spell, that attacker heals 2 points of damage.\nThe targets of this spell must have an alignment that opposes yours on at least one axis--evil if you are good, lawful if you are chaotic, and so on.\nFor example, a lawful good cleric can place a mark of judgment upon a chaotic good, chaotic neutral, lawful evil, neutral evil, or chaotic evil opponent.\nA neutral caster can use this spell against any good, evil, lawful, or chaotic foe.","short_description":"You call upon your deity to mark your foes as enemies of the faith.","material_components":"0","name":"Mark of Judgment","level":"Cleric 2","full_text":"<div><p><h5>Mark of Judgment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call upon your deity to mark your foes as enemies of the faith.<br \/>Divine energy surges through the area, and for a brief moment a holy symbol of your deity shines from the forehead of each targeted creature.<br \/>You and your allies see the mark of judgment on a creature and know to strike it in preference over other unmarked targets.<br \/>Whenever a creature succeeds on a melee or ranged attack against any subject of a mark of judgment spell, that attacker heals 2 points of damage.<br \/>The targets of this spell must have an alignment that opposes yours on at least one axis&#8212;evil if you are good, lawful if you are chaotic, and so on.<br \/>For example, a lawful good cleric can place a mark of judgment upon a chaotic good, chaotic neutral, lawful evil, neutral evil, or chaotic evil opponent.<br \/>A neutral caster can use this spell against any good, evil, lawful, or chaotic foe.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Your skin crawls as you utter the words and complete the gestures of this spell.\nSuddenly, one or more of the target creatures seem overcome by a dreadful malady.\nThe subjects contract a disease selected from the table below, which strikes immediately (no incubation period).\nThe disease progresses rapidly; the subjects must attempt additional saves each round, instead of each day.\nUse plague's DC for all saves.\nSee page 292 of the Dungeon Master's Guide for more information on these diseases.","short_description":"Your skin crawls as you utter the words and complete the gestures of this spell.","material_components":"0","name":"Plague","level":"Cleric 7 \/ Druid 7 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Plague<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your skin crawls as you utter the words and complete the gestures of this spell.<br \/>Suddenly, one or more of the target creatures seem overcome by a dreadful malady.<br \/>The subjects contract a disease selected from the table below, which strikes immediately (no incubation period).<br \/>The disease progresses rapidly; the subjects must attempt additional saves each round, instead of each day.<br \/>Use plague&#39;s DC for all saves.<br \/>See page 292 of the Dungeon Master&#39;s Guide for more information on these diseases.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"Will half","spell_resistance":"Yes","description":"A red light pulses at your feet, sending malign waves of energy through the area that damage your enemies.\nStarting in the round you cast it, pulse of hate deals 2d6 points of unholy damage per round, on your turn, to all enemies in the area.\nArcane Material Component: A heart-shaped locket and a pin.","short_description":"A red light pulses at your feet, sending malign waves of energy through the area that damage your ene...","material_components":"0","name":"Pulse of Hate","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Pulse of Hate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A red light pulses at your feet, sending malign waves of energy through the area that damage your enemies.<br \/>Starting in the round you cast it, pulse of hate deals 2d6 points of unholy damage per round, on your turn, to all enemies in the area.<br \/>Arcane Material Component: A heart-shaped locket and a pin.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"A sparkling nimbus of green light appears around the creature.\nAs the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance.\nYou imbue the subject with an aspect of the natural world.\nThe subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.\nMaterial Component: A bit of animal fur, feathers, or skin.","short_description":"A sparkling nimbus of green light appears around the creature.","material_components":"0","name":"Animalistic Power","level":"Cleric 2 \/ Druid 2 \/ Duskblade 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Animalistic Power<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Duskblade 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>A sparkling nimbus of green light appears around the creature.<br \/>As the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance.<br \/>You imbue the subject with an aspect of the natural world.<br \/>The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.<br \/>Material Component: A bit of animal fur, feathers, or skin.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like animalistic power, except that it affects multiple creature.","short_description":"This spell functions like animalistic power, except that it affects multiple creature.","material_components":"0","name":"Animalistic Power, Mass","level":"Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Animalistic Power, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like animalistic power, except that it affects multiple creature.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"With a crystalline tinkling, your body transforms into a figure of ice and cold, your equipment melding into your new form.\nYour skin becomes brilliant blue and transparent, with glimpses of liquid beneath.\nFrost forms across your hands and arms, dripping down to form knifelike icicles.\nYour breath hisses white in the bitterly cold air surrounding you.\nSnow swirls about you as your presence freezes the air's moisture.\nIce crystals spread from your footprints.\nYour creature type changes to outsider.\nUnlike other outsiders, you can be brought back to life if you die in this form.\nYou gain the following qualities and abilities:\n* Immunity to cold.\n* Damage reduction 10\/magic and piercing.\n* At the beginning of your action, creatures within 15 feet of you take 2d6 points of cold damage per round.\nA creature that takes damage from this effect must make a Fortitude save (DC 17 + your key ability modifier) or be slowed, as the slow spell, for the remaining duration of as the frost.\nSpell resistance applies to this effect.\nMaterial Component: A chunk of ice or crystal.","short_description":"With a crystalline tinkling, your body transforms into a figure of ice and cold, your equipment meldi...","material_components":"0","name":"As the Frost","level":"Druid 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>As the Frost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>With a crystalline tinkling, your body transforms into a figure of ice and cold, your equipment melding into your new form.<br \/>Your skin becomes brilliant blue and transparent, with glimpses of liquid beneath.<br \/>Frost forms across your hands and arms, dripping down to form knifelike icicles.<br \/>Your breath hisses white in the bitterly cold air surrounding you.<br \/>Snow swirls about you as your presence freezes the air&#39;s moisture.<br \/>Ice crystals spread from your footprints.<br \/>Your creature type changes to outsider.<br \/>Unlike other outsiders, you can be brought back to life if you die in this form.<br \/>You gain the following qualities and abilities:\n\t<ul>\n\t\t<li>Immunity to cold.<\/li>\n\t\t<li>Damage reduction 10\/magic and piercing.<\/li>\n\t\t<li>At the beginning of your action, creatures within 15 feet of you take 2d6 points of cold damage per round.<\/li>\n\t<\/ul><br \/>A creature that takes damage from this effect must make a Fortitude save (DC 17 + your key ability modifier) or be slowed, as the slow spell, for the remaining duration of as the frost.<br \/>Spell resistance applies to this effect.<br \/>Material Component: A chunk of ice or crystal.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"No","description":"You cause the creature to wink in and out of existence erratically, much to its chagrin.\nYou curse one creature to a frustrating existence on the edge of the Ethereal Plane.\nThe subject shimmers between the Ethereal Plane and the Material Plane, has a 50% miss chance on any melee or ranged attacks (as if the target of the attack had total concealment), and there is a 50% chance that any spell she casts does not have an effect on the desired plane while she blinks between the planes.\nBecause the magic of the spell only causes the subject to blink when attacking or casting, attackers have no miss chance against her, and spells cast against her affect her normally.\nBecause the blinking is so rapid, she cannot attempt to blink through walls or move in the Ethereal Plane.\nThe subject of a baleful blink spell can cast spells on itself with impunity; in this case, it has no miss chance because the target of its spell (itself) travels along with the spell.\nThe subject can also target creatures on the Ethereal Plane, but still has a 50% chance of failure on attacks and spells.\nSpells with the force descriptor are unaffected by the effect of baleful blink.","short_description":"You cause the creature to wink in and out of existence erratically, much to its chagrin.","material_components":"0","name":"Baleful Blink","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Baleful Blink<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cause the creature to wink in and out of existence erratically, much to its chagrin.<br \/>You curse one creature to a frustrating existence on the edge of the Ethereal Plane.<br \/>The subject shimmers between the Ethereal Plane and the Material Plane, has a 50% miss chance on any melee or ranged attacks (as if the target of the attack had total concealment), and there is a 50% chance that any spell she casts does not have an effect on the desired plane while she blinks between the planes.<br \/>Because the magic of the spell only causes the subject to blink when attacking or casting, attackers have no miss chance against her, and spells cast against her affect her normally.<br \/>Because the blinking is so rapid, she cannot attempt to blink through walls or move in the Ethereal Plane.<br \/>The subject of a baleful blink spell can cast spells on itself with impunity; in this case, it has no miss chance because the target of its spell (itself) travels along with the spell.<br \/>The subject can also target creatures on the Ethereal Plane, but still has a 50% chance of failure on attacks and spells.<br \/>Spells with the force descriptor are unaffected by the effect of baleful blink.<\/p><\/p>Reference: Player's Handbook II<\/div>","reference":"User"}],[],[],[],[],[],[],[],[]]