Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t This spell grants the subject the blindsight ability to a range of 30 feet. (For details, see Blindsight in the DUNGEON<\/span> MASTER's Guide or Monster Manual). This spell supersedes the version from Magic of Faer\u00fbn.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject's hands sprout claws as hard as stone.\nIt can use these claws to burrow through earth, sand, clay, and gravel (but not solid rock), excavating with enough speed to move through the earth at a speed of 10 feet, much like a badger.\nThe subject can use the claws as weapons that deal 1d6 points of damage.\nIf its normal unarmed damage is greater than 1d6, the damage does not change.\nThe subject is considered armed while this spell is in effect.\nArcane Focus: A claw from a burrowing creature.\nThis spell supersedes the version from Races of Faer\u00fbn.","short_description":"The subject's hands sprout claws as hard as stone.","material_components":"0","name":"Burrow","level":"Cleric 3 \/ Druid 2 \/ Harper Scout 2 \/ Prime Underdark Guide 2 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"Burrow<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 3 \/ Druid 2 \/ Harper Scout 2 \/ Prime Underdark Guide 2 \/ Ranger 2 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, AF <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t The subject's hands sprout claws as hard as stone. It can use these claws to burrow through earth, sand, clay, and gravel (but not solid rock), excavating with enough speed to move through the earth at a speed of 10 feet, much like a badger. The subject can use the claws as weapons that deal 1d6 points of damage. If its normal unarmed damage is greater than 1d6, the damage does not change. The subject is considered armed while this spell is in effect. Arcane Focus: A claw from a burrowing creature. This spell supersedes the version from Races of Faer\u00fbn.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","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 burrow, except that it affects multiple creatures.","short_description":"This spell functions like burrow, except that it affects multiple creatures.","material_components":"0","name":"Burrow, Mass","level":"Druid 6 \/ Harper Scout 4 \/ Prime Underdark Guide 4 \/ Ranger 4 \/ Sorcerer 6 \/ Wizard 6","full_text":" Burrow, Mass<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 6 \/ Harper Scout 4 \/ Prime Underdark Guide 4 \/ Ranger 4 \/ Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t This spell functions like burrow, except that it affects multiple creatures.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You change the coloring of your skin and clothing to match the environment around you.\nThroughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part.\nThis effect grants you a +10 circumstance bonus on Hide checks.","short_description":"You change the coloring of your skin and clothing to match the environment around you.","material_components":"0","name":"Camouflage","level":"Druid 1 \/ Harper Scout 1 \/ Ranger 1","full_text":" Camouflage<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 1 \/ Harper Scout 1 \/ Ranger 1 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level <\/td><\/tr><\/table>\t You change the coloring of your skin and clothing to match the environment around you. Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 full-round action","range":"Touch","target":"Prepared stones touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"When you place specially prepared stones on the ground and speak a command to conclude the casting of this spell, the stones transform into creatures that look and fight just like liths (see Chapter 6).\nThese stone-born creatures are not true liths, however; they cannot converse with actual liths or use any of a lith's psionic powers.\nThese stone-born liths defend you and obey any spoken commands.\nWhen reduced to 0 or fewer hit points, a stone-born lith crumbles to powder, and the prepared stone used to create it is destroyed.\nOtherwise, the stone-born liths revert to prepared stones when the duration of the spell expires, and these stones can be used as the focus for another casting of the spell.\nThe stone-born liths are always at full strength when created, despite any damage they may have taken the last time they appeared.\nYou can prepare up to one stone per four caster levels, to a maximum of five stones at 20th level.\nA stone can remain prepared indefinitely; the spell isn't actually cast until you complete it by changing the stone into a lith.\nFocus: The requisite number of stones, which must be specially prepared.\nThe materials for polishing and smoothing each stone cost 200 gp.\nOnce the stones are prepared, you must perform a rite of purification that requires one day per stone.\nYou cannot adventure or engage in any other strenuous activity during the purification process.","short_description":"When you place specially prepared stones on the ground and speak a command to conclude the casting of...","material_components":"0","name":"Changestones","level":"Druid 7 \/ Sorcerer 7 \/ Wizard 7","full_text":" Changestones<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 7 \/ Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, AF <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 full-round action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t When you place specially prepared stones on the ground and speak a command to conclude the casting of this spell, the stones transform into creatures that look and fight just like liths (see Chapter 6). These stone-born creatures are not true liths, however; they cannot converse with actual liths or use any of a lith's psionic powers. These stone-born liths defend you and obey any spoken commands. When reduced to 0 or fewer hit points, a stone-born lith crumbles to powder, and the prepared stone used to create it is destroyed. Otherwise, the stone-born liths revert to prepared stones when the duration of the spell expires, and these stones can be used as the focus for another casting of the spell. The stone-born liths are always at full strength when created, despite any damage they may have taken the last time they appeared. You can prepare up to one stone per four caster levels, to a maximum of five stones at 20th level. A stone can remain prepared indefinitely; the spell isn't actually cast until you complete it by changing the stone into a lith. Focus: The requisite number of stones, which must be specially prepared. The materials for polishing and smoothing each stone cost 200 gp. Once the stones are prepared, you must perform a rite of purification that requires one day per stone. You cannot adventure or engage in any other strenuous activity during the purification process.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","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 darkvision, except that it affects multiple creatures.","short_description":"This spell functions like darkvision, except that it affects multiple creatures.","material_components":"0","name":"Darkvision, Mass","level":"Harper Scout 4 \/ Prime Underdark Guide 4 \/ Ranger 4 \/ Sorcerer 6 \/ Wizard 6","full_text":" Darkvision, Mass<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Harper Scout 4 \/ Prime Underdark Guide 4 \/ Ranger 4 \/ Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t This spell functions like darkvision, except that it affects multiple creatures.<\/p><\/p>Reference: Underdark<\/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 in total darkness and even magical darkness (such as might be created by a blacklight or deeper darkness spell).\nDeeper darkvision is black and white only but otherwise similar to normal sight.\nMaterial Component: A pinch of dried carrot or an agate.","short_description":"The subject gains the ability to see 60 feet in total darkness and even magical darkness (such as mig...","material_components":"0","name":"Deeper Darkvision","level":"Prime Underdark Guide 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3","full_text":" Deeper Darkvision<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Prime Underdark Guide 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t The subject gains the ability to see 60 feet in total darkness and even magical darkness (such as might be created by a blacklight or deeper darkness spell). Deeper darkvision is black and white only but otherwise similar to normal sight. Material Component: A pinch of dried carrot or an agate.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One 5-ft.-by-8-ft. opening, 1 ft.\/level deep","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"As with passwall, you create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.\nIf the wall's thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions.\nSeveral excavate spells can be used in succession to breach very thick walls by forming a continuing passage.\nUnlike passwall, excavate is an instantaneous effect that does not end and cannot be dispelled; any passage it creates is permanent.\nMaterial Component: A pinch of excavated earth.","short_description":"As with passwall, you create a passage through wooden, plaster, or stone walls, but not through metal...","material_components":"0","name":"Excavate","level":"Sorcerer 8 \/ Wizard 8","full_text":" Excavate<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 8 \/ Wizard 8 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | One 5-ft.-by-8-ft. opening, 1 ft.\/level deep <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t As with passwall, you create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall's thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions. Several excavate spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike passwall, excavate is an instantaneous effect that does not end and cannot be dispelled; any passage it creates is permanent. Material Component: A pinch of excavated earth.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"1 hour","range":"Touch","target":"One humanoid","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You infuse a willing humanoid with minerals and an elemental spirit of earth.\nThe subject may have no more Hit Dice than you do, and it must be restrained in a coffinlike enclosure of stone for the duration of the casting.\n(Thus, you cannot be the subject of your own spell).\nUpon completion of the spell, the subject is shot through with minerals and gains the mineral warrior template (see Chapter 6).\nThe minerals give its body the look of a petrified creature, though it retains its normal freedom of movement.\nThe newly created mineral warrior is under compulsion to serve you for a year and a day, after which time it is free to go its own way.\nNo matter how many times you use this spell or other spells that grant you control of creatures with the earth subtype, you can control only 2 Hit Dice worth of mineral warriors per caster level.\nIf you try to control mineral warriors in excess of your limit, you gain control of the new creatures normally, but some of the ones from previous castings are released from their compulsion until your total controlled mineral warriors is equal to or below your limit.\n(You choose the specific creatures that are released).\nMaterial Component: Gemstones and other expensive minerals worth at least 500 gp per HD of the mineral warrior created.\nXP Cost: 250 XP per HD of the mineral warrior created.","short_description":"You infuse a willing humanoid with minerals and an elemental spirit of earth.","material_components":"0","name":"Mineralize Warrior","level":"Sorcerer 6 \/ Wizard 6","full_text":" Mineralize Warrior<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M, XP <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 hour <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t You infuse a willing humanoid with minerals and an elemental spirit of earth. The subject may have no more Hit Dice than you do, and it must be restrained in a coffinlike enclosure of stone for the duration of the casting. (Thus, you cannot be the subject of your own spell). Upon completion of the spell, the subject is shot through with minerals and gains the mineral warrior template (see Chapter 6). The minerals give its body the look of a petrified creature, though it retains its normal freedom of movement. The newly created mineral warrior is under compulsion to serve you for a year and a day, after which time it is free to go its own way. No matter how many times you use this spell or other spells that grant you control of creatures with the earth subtype, you can control only 2 Hit Dice worth of mineral warriors per caster level. If you try to control mineral warriors in excess of your limit, you gain control of the new creatures normally, but some of the ones from previous castings are released from their compulsion until your total controlled mineral warriors is equal to or below your limit. (You choose the specific creatures that are released). Material Component: Gemstones and other expensive minerals worth at least 500 gp per HD of the mineral warrior created. XP Cost: 250 XP per HD of the mineral warrior created.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft + 5 ft.\/2 levels)","target":"One portal","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Portal barricade temporarily closes a portal and prevents it from functioning for the duration of the spell.\nKnock spells, chimes of opening, and similar effects cannot end or suppress a portal barricade, though dispel magic can negate it.","short_description":"Portal barricade temporarily closes a portal and prevents it from functioning for the duration of the...","material_components":"0","name":"Portal Barricade","level":"","full_text":" Portal Barricade<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t Portal barricade temporarily closes a portal and prevents it from functioning for the duration of the spell. Knock spells, chimes of opening, and similar effects cannot end or suppress a portal barricade, though dispel magic can negate it.<\/p><\/p>Reference: Underdark 60<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One portal","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"A portal reformat spell permanently removes or adds one or more keys to a portal (see Portals in Chapter 2 of the FORGOTTEN REALMS Campaign Setting).\nThe caster must have studied the portal with the analyze portal spell (or some similar means) and must know its properties before he can add or remove any keys.\nRemoving a Key: Removing a key from a portal changes it from a portal activated only by that specific key to either a portal that cannot be activated at all or a portal that can be activated by any creature (caster's choice).\nIf the key controlled the behavior of the portal, the caster can decide which behavior to remove.\nFor example, in the case of a variable portal that leads to one destination if activated by a drow and another destination if activated by any other creature, the caster could remove either destination, making it a portal that sends any other creature to one destination or a drow to one destination.\nAdding a Key: You can add a key to an existing portal to prevent it from being activated unless the creature attempting to activate it has the key.\nIf you designate a specific object or type of object as the key, you must have that object on hand for the casting of the spell.\nYou can also add a key that changes the behavior of a variable portal, if you so choose.\nFor example, if a variable portal formerly operated one way for drow and another way for all other creatures, you could add a key that is nearly impossible to obtain for the all other creatures function, effectively changing the portal into a drow-only portal.\nXP Cost: 250 XP.","short_description":"A portal reformat spell permanently removes or adds one or more keys to a portal (see Portals in Chap...","material_components":"0","name":"Portal Reformat","level":"","full_text":" Portal Reformat<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S, XP <\/td><\/tr> | Casting Time:<\/b> <\/td> | 10 minutes <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t A portal reformat spell permanently removes or adds one or more keys to a portal (see Portals in Chapter 2 of the FORGOTTEN<\/span> REALMS<\/span> Campaign Setting). The caster must have studied the portal with the analyze portal spell (or some similar means) and must know its properties before he can add or remove any keys. Removing a Key: Removing a key from a portal changes it from a portal activated only by that specific key to either a portal that cannot be activated at all or a portal that can be activated by any creature (caster's choice). If the key controlled the behavior of the portal, the caster can decide which behavior to remove. For example, in the case of a variable portal that leads to one destination if activated by a drow and another destination if activated by any other creature, the caster could remove either destination, making it a portal that sends any other creature to one destination or a drow to one destination. Adding a Key: You can add a key to an existing portal to prevent it from being activated unless the creature attempting to activate it has the key. If you designate a specific object or type of object as the key, you must have that object on hand for the casting of the spell. You can also add a key that changes the behavior of a variable portal, if you so choose. For example, if a variable portal formerly operated one way for drow and another way for all other creatures, you could add a key that is nearly impossible to obtain for the "all other creatures" function, effectively changing the portal into a drow-only portal. XP Cost: 250 XP.<\/p><\/p>Reference: Underdark 60<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels).","target":"One portal","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"You temporarily stabilize a malfunctioning portal,making it safer for use.\nAny time the portal is activated during the duration of this spell (or immediately, if it is continuously active), add +30% to the required roll on Table 2-2: Portal Malfunction in the FORGOTTEN REALMS Campaign Setting.","short_description":"You temporarily stabilize a malfunctioning portal,making it safer for use.","material_components":"0","name":"Portal Stabilization","level":"","full_text":"Portal Stabilization<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels). <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t You temporarily stabilize a malfunctioning portal,making it safer for use. Any time the portal is activated during the duration of this spell (or immediately, if it is continuously active), add +30% to the required roll on Table 2-2: Portal Malfunction in the FORGOTTEN<\/span> REALMS<\/span> Campaign Setting.<\/p><\/p>Reference: Underdark 60<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One portal","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"A portal-to-portal redirect spell changes the destination of the portal on which it is cast for the duration of the spell.\nThe caster may choose any existing portal through which she has traveled as the new, temporary destination.\nThis spell does not change any of the portal's special properties (such as one-way or creature-only).","short_description":"A portal-to-portal redirect spell changes the destination of the portal on which it is cast for the d...","material_components":"0","name":"Portal-to-Portal Redirect","level":"","full_text":"Portal-to-Portal Redirect<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 10 minutes <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t A portal-to-portal redirect spell changes the destination of the portal on which it is cast for the duration of the spell. The caster may choose any existing portal through which she has traveled as the new, temporary destination. This spell does not change any of the portal's special properties (such as one-way or creature-only).<\/p><\/p>Reference: Underdark 60<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Spiderskin makes the subject's skin tougher and more like a carapace.\nThe spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks.\nEach of these bonuses increases by 1 for every three caster levels above 3rd, for a maximum of +5 at caster level 12th.\nThe enhancement bonus provided by spiderskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.\nA 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.\nMaterial Component: A piece of a spider.","short_description":"Spiderskin makes the subject's skin tougher and more like a carapace.","material_components":"0","name":"Spiderskin","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":" Spiderskin<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 3 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t Spiderskin makes the subject's skin tougher and more like a carapace. The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks. Each of these bonuses increases by 1 for every three caster levels above 3rd, for a maximum of +5 at caster level 12th. The enhancement bonus provided by spiderskin 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. Material Component: A piece of a spider.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Nonmagical, unattended object weighing up to 5 lb.","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"Stick affixes one item weighing up to 5 pounds to another, heavier item.\nThe two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage hand or unseen servant spell, or a move action by any corporeal creature (which provokes attacks of opportunity).\nMaterial Component: A bit of dried glue.","short_description":"Stick affixes one item weighing up to 5 pounds to another, heavier item.","material_components":"0","name":"Stick","level":"Bard 0 \/ Prime Underdark Guide 1 \/ Sorcerer 0 \/ Wizard 0","full_text":" Stick<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 0 \/ Prime Underdark Guide 1 \/ Sorcerer 0 \/ Wizard 0 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (object) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (object) <\/td><\/tr><\/table>\t Stick affixes one item weighing up to 5 pounds to another, heavier item. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage hand or unseen servant spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"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 change an existing piece of rock to another type of rock.\nFor instance, you can make crumblestone into granite, substantially strengthening it.\n(See Chapter 7 for more information on types of stone).\nPrecious and semiprecious gems cannot be manufactured with this spell, and its effect does not change the monetary value of the affected stone object.\nArcane Material Component: A grain of talc and a chip of obsidian.","short_description":"You can change an existing piece of rock to another type of rock.","material_components":"0","name":"Stone Metamorphosis","level":"Cleric 4 \/ Druid 4 \/ Sorcerer 6 \/ Wizard 6","full_text":" Stone Metamorphosis<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 4 \/ Druid 4 \/ Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t You can change an existing piece of rock to another type of rock. For instance, you can make crumblestone into granite, substantially strengthening it. (See Chapter 7 for more information on types of stone). Precious and semiprecious gems cannot be manufactured with this spell, and its effect does not change the monetary value of the affected stone object. Arcane Material Component: A grain of talc and a chip of obsidian.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft.\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like stone metamorphosis, except as noted.","short_description":"This spell functions like stone metamorphosis, except as noted.","material_components":"0","name":"Stone Metamorphosis, Greater","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 8 \/ Wizard 8","full_text":" Stone Metamorphosis, Greater<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 6 \/ Druid 6 \/ Sorcerer 8 \/ Wizard 8 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t This spell functions like stone metamorphosis, except as noted.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft.\/level","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like stone shape, except that it affects a much larger area.","short_description":"This spell functions like stone shape, except that it affects a much larger area.","material_components":"0","name":"Stone Shape, Greater","level":"Cleric 5 \/ Druid 5 \/ Sorcerer 7 \/ Wizard 7","full_text":" Stone Shape, Greater<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 5 \/ Druid 5 \/ Sorcerer 7 \/ Wizard 7 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t This spell functions like stone shape, except that it affects a much larger area.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You can automatically pinpoint the location of any object or creature within 30 feet that is in contact with the ground.\nArcane Focus: A fleck of skin from a creature that has\ntremorsense.","short_description":"You can automatically pinpoint the location of any object or creature within 30 feet that is in conta...","material_components":"0","name":"Tremorsense","level":"Harper Scout 3 \/ Ranger 3 \/ Sorcerer 3 \/ Wizard 3","full_text":" Tremorsense<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Harper Scout 3 \/ Ranger 3 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, AF <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 10 minutes\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t You can automatically pinpoint the location of any object or creature within 30 feet that is in contact with the ground. Arcane Focus: A fleck of skin from a creature that has tremorsense.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, XP","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its surface.\nWhile energized with the awesome power of this spell, you may choose a spell from those listed below once per round and use it as a spell-like ability.\nUsing a spell in this way requires a standard action, even if the spell would normally have a longer casting time (such as move earth).\nThe spells granted by undermaster are burrow*, earthquake,\nexcavate*, flesh to stone,meld into stone,move earth, reverse gravity, soften earth and stone, statue, stone shape, stone sphere*,\nstone tell, stone to flesh, transmute mud to rock, transmute rock to mud, and wall of stone.\nXP Cost: 1,000 XP.\n*New spell described in this chapter.","short_description":"You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its s...","material_components":"0","name":"Undermaster","level":"Druid 9 \/ Sorcerer 9 \/ Wizard 9","full_text":" Undermaster<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 9 \/ Sorcerer 9 \/ Wizard 9 <\/td><\/tr> | Components:<\/b> <\/td> | V, XP <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its surface. While energized with the awesome power of this spell, you may choose a spell from those listed below once per round and use it as a spell-like ability. Using a spell in this way requires a standard action, even if the spell would normally have a longer casting time (such as move earth). The spells granted by undermaster are burrow*, earthquake, excavate*, flesh to stone,meld into stone,move earth, reverse gravity, soften earth and stone, statue, stone shape, stone sphere*, stone tell, stone to flesh, transmute mud to rock, transmute rock to mud, and wall of stone. XP Cost: 1,000 XP.\n*New spell described in this chapter.<\/p><\/p>Reference: Underdark<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level; see text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Whenever making an attack roll, saving throw, ability check, or skill check, the subject rolls 4d6 and drops the lowest single die roll from the total rather than rolling 3d6.\nIf, on a single roll, all four die results are 1s, the spell immediately ends.\nMaterial Component: A copper piece.","short_description":"Whenever making an attack roll, saving throw, ability check, or skill check, the subject rolls 4d6 an...","material_components":"0","name":"Auspicious Odds","level":"","full_text":" Auspicious Odds<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 minute\/level; see text <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates (harmless) <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes (harmless) <\/td><\/tr><\/table>\t Whenever making an attack roll, saving throw, ability check, or skill check, the subject rolls 4d6 and drops the lowest single die roll from the total rather than rolling 3d6. If, on a single roll, all four die results are 1s, the spell immediately ends. Material Component: A copper piece.<\/p><\/p>Reference: Unearthed Arcana<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/three levels, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level; see text","saving_throw":"","spell_resistance":"","description":"As auspicious odds, except that this spell affects multiple targets and the duration is shorter.\nIf, on a single roll, all four die results are 1s, the spell immediately ends for that subject only, unless it's the caster, in which case it ends for everyone.","short_description":"As auspicious odds, except that this spell affects multiple targets and the duration is shorter.","material_components":"0","name":"Auspicious Odds, Mass","level":"","full_text":" Auspicious Odds, Mass<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level; see text <\/td><\/tr><\/table>\t As auspicious odds, except that this spell affects multiple targets and the duration is shorter. If, on a single roll, all four die results are 1s, the spell immediately ends for that subject only, unless it's the caster, in which case it ends for everyone.<\/p><\/p>Reference: Unearthed Arcana<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"You permanently disrupt the bond between the target creature and its legacy item (or items).\nThe target is treated as if it had not performed any of the legacy rituals for its item or items.\nIt loses all of the following feats it has gained for all of its legacy items: Greater Legacy, Least Legacy, Lesser Legacy.\nIf the target's Hit Dice total exceeds your caster level, the target adds the difference as a bonus on its Will save to negate the effect.\nAny creature that successfully saves against this spell cannot be affected by it again for 24 hours.\nThe target does not regain any of the personal costs paid to gain access to legacy abilities.\nIt can regain access to its item's legacy abilities by performing the requisite rituals again.\nIn this case, it does not pay again any personal costs that it has already paid.\nOther than by again performing the legacy rituals to regain lost feats, the effect of this spell can be negated only by miracle or wish.","short_description":"You permanently disrupt the bond between the target creature and its legacy item (or items).","material_components":"0","name":"Sever Legacy","level":"Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8","full_text":" Sever Legacy<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 8 \/ Wizard 8 \/ Wu Jen 8 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | Permanent <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You permanently disrupt the bond between the target creature and its legacy item (or items). The target is treated as if it had not performed any of the legacy rituals for its item or items. It loses all of the following feats it has gained for all of its legacy items: Greater Legacy, Least Legacy, Lesser Legacy. If the target's Hit Dice total exceeds your caster level, the target adds the difference as a bonus on its Will save to negate the effect. Any creature that successfully saves against this spell cannot be affected by it again for 24 hours. The target does not regain any of the personal costs paid to gain access to legacy abilities. It can regain access to its item's legacy abilities by performing the requisite rituals again. In this case, it does not pay again any personal costs that it has already paid. Other than by again performing the legacy rituals to regain lost feats, the effect of this spell can be negated only by miracle or wish.<\/p><\/p>Reference: Weapons of Legacy<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You temporarily disrupt the bond between the target creature and a single legacy item it possesses.\nThe target loses access to all legacy abilities granted by that item.\nFor the duration of the spell, it cannot activate any of the item's legacy abilities, nor do any continuous effects of the legacy item grant any benefit to the target.\nIf the target has more than one legacy item, determine randomly which one is affected.\nThis effect cannot be dispelled, but it can be negated by break enchantment, remove curse, or any other effect that removes a curse.","short_description":"You temporarily disrupt the bond between the target creature and a single legacy item it possesses.","material_components":"0","name":"Suppress Legacy","level":"Hexblade 4 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":" Suppress Legacy<\/h5>\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Hexblade 4 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 round <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will negates <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You temporarily disrupt the bond between the target creature and a single legacy item it possesses. The target loses access to all legacy abilities granted by that item. For the duration of the spell, it cannot activate any of the item's legacy abilities, nor do any continuous effects of the legacy item grant any benefit to the target. If the target has more than one legacy item, determine randomly which one is affected. This effect cannot be dispelled, but it can be negated by break enchantment, remove curse, or any other effect that removes a curse.<\/p><\/p>Reference: Weapons of Legacy<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like least revitalize legacy, except that you regain one daily use of a chosen greater legacy ability.","short_description":"This spell functions like least revitalize legacy, except that you regain one daily use of a chosen g...","material_components":"0","name":"Revitalize Legacy, Greater","level":"Cleric 9 \/ Druid 9 \/ Shugenja 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9","full_text":" Revitalize Legacy, Greater<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 9 \/ Druid 9 \/ Shugenja 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t This spell functions like least revitalize legacy, except that you regain one daily use of a chosen greater legacy ability.<\/p><\/p>Reference: Weapons of Legacy<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Your legacy item; see text","effect":"","area":"","duration":"1 hour\/level or until expended","saving_throw":"None","spell_resistance":"","description":"Power Resistance: No\nChoose one of your legacy item's least legacy abilities with a daily use limit.\nYou regain one daily use of the chosen ability.\nThis use must be expended within the spell's duration, or it is lost.\nIf all daily uses of all least legacy abilities of the item are still available, this spell has no effect (that is, it can't increase the number of available daily uses above the normal maximum).\nNo legacy item can be affected by this spell more than once in a 24-hour period.\nFocus: Your legacy item, which you must be holding, wearing, or wielding.","short_description":"Power Resistance: No\nChoose one of your legacy item's least legacy abilities with a daily use limit.","material_components":"0","name":"Revitalize Legacy, Least","level":"Bard 3 \/ Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Shugenja 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3","full_text":" Revitalize Legacy, Least<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 3 \/ Cleric 3 \/ Druid 3 \/ Paladin 3 \/ Ranger 3 \/ Shugenja 3 \/ Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, AF <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Touch <\/td><\/tr> | Duration:<\/b> <\/td> | 1 hour\/level or until expended <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr><\/table>\t Power Resistance: No Choose one of your legacy item's least legacy abilities with a daily use limit. You regain one daily use of the chosen ability. This use must be expended within the spell's duration, or it is lost. If all daily uses of all least legacy abilities of the item are still available, this spell has no effect (that is, it can't increase the number of available daily uses above the normal maximum). No legacy item can be affected by this spell more than once in a 24-hour period. Focus: Your legacy item, which you must be holding, wearing, or wielding.<\/p><\/p>Reference: Weapons of Legacy<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like least revitalize legacy, except that you regain one daily use of a chosen lesser ability.","short_description":"This spell functions like least revitalize legacy, except that you regain one daily use of a chosen l...","material_components":"0","name":"Revitalize Legacy, Lesser","level":"Bard 5 \/ Cleric 5 \/ Druid 5 \/ Shugenja 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":" Revitalize Legacy, Lesser<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 5 \/ Cleric 5 \/ Druid 5 \/ Shugenja 5 \/ Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5 <\/td><\/tr> | Components:<\/b> <\/td> | <\/td><\/tr><\/table>\t This spell functions like least revitalize legacy, except that you regain one daily use of a chosen lesser ability.<\/p><\/p>Reference: Weapons of Legacy<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"Improvisation makes available a floating pool of bonus points that the caster can use as desired to improve his or her odds of success at various tasks.\nThis bonus pool consists of 2 points per level, which the caster can divide as desired among attack rolls and skill or ability checks.\nThe caster must declare any bonus-point usage before the appropriate rolls are made.\nUsed points disappear from the pool, and any points remaining when the spell ends are wasted.\nThese points count as luck bonuses for purposes of stacking.\nFor example, a 14th-level bard pauses from chasing a pickpocket to cast improvisation.\nOver the next 14 rounds, he could add +8 to a Spot check, +6 to a Climb check, and +7 to two of his attack rolls.\nMaterial Component: A pair of dice. ","short_description":"Improvisation makes available a floating pool of bonus points that the caster can use as desired to i...","material_components":"0","name":"Improvisation","level":"Bard 5","full_text":" Improvisation<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 5 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level <\/td><\/tr><\/table>\t Improvisation makes available a floating "pool" of bonus points that the caster can use as desired to improve his or her odds of success at various tasks. This bonus pool consists of 2 points per level, which the caster can divide as desired among attack rolls and skill or ability checks. The caster must declare any bonus-point usage before the appropriate rolls are made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for purposes of stacking. For example, a 14th-level bard pauses from chasing a pickpocket to cast improvisation. Over the next 14 rounds, he could add +8 to a Spot check, +6 to a Climb check, and +7 to two of his attack rolls. Material Component: A pair of dice.<\/p><\/p>Reference: Song and Silence: A Guidebook to Bards and Rogues 92<\/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 (D)","saving_throw":"","spell_resistance":"","description":"With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.\n\nYou gain access to a floating pool of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.\n\nFor example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.\n\nMaterial Component: A pair of dice.","short_description":"With an elaborate flourish and call for luck, you toss the dice in your hand into the air.","material_components":"0","name":"Improvisation","level":"Bard 1","full_text":" Improvisation<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Bard 1 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level (D) <\/td><\/tr><\/table>\t With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.<\/p>\n\n\t You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.<\/p>\n\n\t For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.<\/p>\n\n\t Material Component: A pair of dice.<\/p><\/p>Reference: Spell Compendium 121<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Sword-shaped planar rift","area":"","duration":"Concentration, up to 1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).\n\nAnything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.\n\nThe blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.\n\nA gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.","short_description":"As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sw...","material_components":"0","name":"Black Blade of Disaster","level":"Sorcerer 9 \/ Wizard 9","full_text":" Black Blade of Disaster<\/h5><\/p> | Conjuration (Creation) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 9 \/ Wizard 9 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | Sword-shaped planar rift <\/td><\/tr> | Duration:<\/b> <\/td> | Concentration, up to 1 round\/level <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).<\/p>\n\n\t Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.<\/p>\n\n\t The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.<\/p>\n\n\t A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.<\/p><\/p>Reference: Spell Compendium 29<\/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":"None and Fortitude negates; see text","spell_resistance":"No","description":"_Your eyes become like gray stone orbs traced with golden veins. The change catches the foes fighting you by surprise, and they turn to stone._\n\nAny creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.\n\nEach creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it. A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature.\n\nIn addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.","short_description":"_Your eyes become like gray stone orbs traced with golden veins.","material_components":"0","name":"Cast in Stone","level":"Druid 9","full_text":" Cast in Stone<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Druid 9 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round\/level (D) <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None and Fortitude negates; see text <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | No <\/td><\/tr><\/table>\t Your eyes become like gray stone orbs traced with golden veins. The change catches the foes fighting you by surprise, and they turn to stone.<\/em><\/p>\n\n\tAny creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.<\/p>\n\n\t Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it. A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature.<\/p>\n\n\t In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.<\/p><\/p>Reference: Spell Compendium 43<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell._\n\nThis spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast this round is cast at +2 caster level, and its save DC increases by 1.","short_description":"_You utter an ancient word tied to the fundamental principles of magic and immediately begin casting ...","material_components":"0","name":"Spell Enhancer","level":"Sorcerer 4 \/ Wizard 4","full_text":" Spell Enhancer<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 4 \/ Wizard 4 <\/td><\/tr> | Components:<\/b> <\/td> | V <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 swift action <\/td><\/tr> | Range:<\/b> <\/td> | Personal <\/td><\/tr> | Duration:<\/b> <\/td> | 1 round <\/td><\/tr><\/table>\t You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell.<\/em><\/p>\n\n\tThis spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast this round is cast at +2 caster level, and its save DC increases by 1.<\/p><\/p>Reference: Spell Compendium 198<\/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 white-hot electric spark dances on your fingertip and then bolts toward your target.\n\nYou release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of electricity damage.","short_description":"A white-hot electric spark dances on your fingertip and then bolts toward your target.","material_components":"0","name":"Electric Jolt","level":"Sorcerer 0 \/ Wizard 0","full_text":" Electric Jolt<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 0 \/ Wizard 0 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Effect:<\/b> <\/td> | Ray <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t A white-hot electric spark dances on your fingertip and then bolts toward your target.<\/p>\n\n\t You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of electricity damage.<\/p><\/p>Reference: Spell Compendium 78<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Living creature","effect":"","area":"","duration":"1d6 rounds; see text","saving_throw":"None or Fortitude partial; see text","spell_resistance":"Yes","description":"You cry out the ancient words and make the prescribed motions, and your foe lets out a howl of pain as his blood boils in his veins.\n\nDemon dirge deals 2d6 points of damage each round for the duration of the spell to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). No saving throw is allowed against this damage.\n\nIf the target creature also possesses the tanar'ri subtype (MM 316), the spell has a much more powerful effect. In addition to the damage, a tanar\u2019ri is stunned for the duration of the spell unless it succeeds on a Fortitude save.","short_description":"You cry out the ancient words and make the prescribed motions, and your foe lets out a howl of pain a...","material_components":"0","name":"Demon Dirge","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":" Demon Dirge<\/h5><\/p> | Transmutation <\/td><\/tr> | Level:<\/b> <\/td> | Cleric 3 \/ Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | 1d6 rounds; see text <\/td><\/tr> | Saving Throw:<\/b> <\/td> | None or Fortitude partial; see text <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You cry out the ancient words and make the prescribed motions, and your foe lets out a howl of pain as his blood boils in his veins.<\/p>\n\n\t Demon dirge deals 2d6 points of damage each round for the duration of the spell to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). No saving throw is allowed against this damage.<\/p>\n\n\t If the target creature also possesses the tanar'ri subtype (MM 316), the spell has a much more powerful effect. In addition to the damage, a tanar\u2019ri is stunned for the duration of the spell unless it succeeds on a Fortitude save.<\/p><\/p>Reference: Spell Compendium 63<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"Breaking the bone in the grip of your fist, you hear the sickening but satisfying crunch of your foe's bones breaking beneath his squeezing flesh.\n\nA creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect.\n\nIn the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 15d6) and be nauseated by the pain for 1d4+2 rounds.\n\nMaterial Component: A bone, which is snapped during the casting of the spell.","short_description":"Breaking the bone in the grip of your fist, you hear the sickening but satisfying crunch of your foe'...","material_components":"0","name":"Fleshshiver","level":"Sorcerer 6 \/ Wizard 6","full_text":" Fleshshiver<\/h5><\/p> | Necromancy <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 6 \/ Wizard 6 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Fortitude partial; see text <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t Breaking the bone in the grip of your fist, you hear the sickening but satisfying crunch of your foe's bones breaking beneath his squeezing flesh.<\/p>\n\n\t A creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect.<\/p>\n\n\t In the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 15d6) and be nauseated by the pain for 1d4+2 rounds.<\/p>\n\n\t Material Component: A bone, which is snapped during the casting of the spell.<\/p><\/p>Reference: Spell Compendium 95<\/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":"Instantaneous","saving_throw":"Will disbelief (if interacted with), then Fortitude half; see text","spell_resistance":"Yes","description":"_You point at your intended target. lnstantly, shadowy shapes form at your flank and rush toward the creature you indicate, surrounding it. Others nearby do not notice the images, that plague your target._\n\nYou point at your intended target. Instantly, shadowy shapes form at your flank and rush toward the creature you indicate, surrounding it. Others nearby do not notice the images that plague your target. You create phantasmal images of nightmare creatures in the target's mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save). If the subject of a _phantasmal assailant_ succeeds in disbelieving and is wearing a _helm of telepathy_, the spell can be turned back upon you with the same effect.","short_description":"_You point at your intended target.","material_components":"0","name":"Phantasmal Assailants","level":"Sorcerer 2 \/ Wizard 2","full_text":" Phantasmal Assailants<\/h5><\/p> | Illusion (Phantasm) <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 2 \/ Wizard 2 <\/td><\/tr> | Components:<\/b> <\/td> | V, S <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Close (25 ft. + 5 ft.\/2 levels) <\/td><\/tr> | Duration:<\/b> <\/td> | Instantaneous <\/td><\/tr> | Saving Throw:<\/b> <\/td> | Will disbelief (if interacted with), then Fortitude half; see text <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You point at your intended target. lnstantly, shadowy shapes form at your flank and rush toward the creature you indicate, surrounding it. Others nearby do not notice the images, that plague your target.<\/em><\/p>\n\n\tYou point at your intended target. Instantly, shadowy shapes form at your flank and rush toward the creature you indicate, surrounding it. Others nearby do not notice the images that plague your target. You create phantasmal images of nightmare creatures in the target's mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save). If the subject of a phantasmal assailant<\/em> succeeds in disbelieving and is wearing a helm of telepathy<\/em>, the spell can be turned back upon you with the same effect.<\/p><\/p>Reference: Spell Compendium 154<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One pair of disembodied, flying jaws per caster level (maximum ten pairs)","area":"","duration":"Concentration, up to 3 rounds","saving_throw":"See text","spell_resistance":"Yes","description":"_You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appear and float toward your foe, gnashing their teeth._\n\nWhen you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes. These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe. The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability. You can redirect as many of the jaws as you desire as a standard action.\n\nEach round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save.\n\nA creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.\n\n_Material Component:_ A pair of teeth.","short_description":"_You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appe...","material_components":"0","name":"Manyjaws","level":"Sorcerer 3 \/ Wizard 3","full_text":"Manyjaws<\/h5><\/p> | Evocation <\/td><\/tr> | Level:<\/b> <\/td> | Sorcerer 3 \/ Wizard 3 <\/td><\/tr> | Components:<\/b> <\/td> | V, S, M <\/td><\/tr> | Casting Time:<\/b> <\/td> | 1 standard action <\/td><\/tr> | Range:<\/b> <\/td> | Medium (100 ft. + 10 ft.\/level) <\/td><\/tr> | Effect:<\/b> <\/td> | One pair of disembodied, flying jaws per caster level (maximum ten pairs) <\/td><\/tr> | Duration:<\/b> <\/td> | Concentration, up to 3 rounds <\/td><\/tr> | Saving Throw:<\/b> <\/td> | See text <\/td><\/tr> | Spell Resistance:<\/b> <\/td> | Yes <\/td><\/tr><\/table>\t You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appear and float toward your foe, gnashing their teeth.<\/em><\/p>\n\n\tWhen you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes. These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe. The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability. You can redirect as many of the jaws as you desire as a standard action.<\/p>\n\n\t Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save.<\/p>\n\n\t A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.<\/p>\n\n\t Material Component:<\/em> A pair of teeth.<\/p><\/p>Reference: Spell Compendium 138<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Jaws of force","area":"","duration":"1 round\/ level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_You call upon the power of the dinosaurs to complete the spell. A set of ghostly dinosaur jaws come into being and attack the creature you designate._\n\nThis spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The _spiritjaws_ use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) + your Wis modifier as it's attack bonus. If an initial attack hits, the _spirtjaws_ deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws' bonus on grapple checks is equal to their attack bonus + 4.\n\nOnce the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and can not move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it.\n\nThe set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but _disintegrate_ or a _sphere of annihilation_ destroys it's effect.\n\nThe grappled opponent can cast a spell only if the spell has no somatic component, the material components are in band, and a Concentration check (DC20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws' grapple check.\n\nAs a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target.\n\nEach round after the first, you can use a move action to redirect the _spiritjaws_ to a new target. If you do not, the _spiritjaws_ continue to attack the previous round's target. On any round that the _spiritjaws_ switches targets, it gets one attack. Subsequent rounds of attacking that target allow the _spiritjaws_ to make multiple attacks if your base attack bonus would allow it to.\n\nIf you become unable to command the jaws, they vanish.\n\n_Material Component:_ A piece of bone from a dinosaur's jaw.","short_description":"_You call upon the power of the dinosaurs to complete the spell.","material_components":"0","name":"Spiritjaws","level":"Druid 3","full_text":" | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |