This spell functions like planar adaptation, except as noted above.
This spell functions like planar adaptation, except as noted above.
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane
You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills,
You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills,
The target's natural attacks carry filth fever (DC 10 + 1/2 of the creature's Hit Dice + creature's Con modifier)
The target's natural attacks carry filth fever (DC 10 + 1/2 of the creature's Hit Dice + creature's Con modifier)
You make the target an asymptomatic carrier for a host of virulent diseases. Creatures that end their turn adjacent to the target must succeed at a Fortitude save or be affected as if by the spell contagion. The target itself does not become diseased, and suffers no ill effects from
You make the target an asymptomatic carrier for a host of virulent diseases. Creatures that end their turn adjacent to the target must succeed at a Fortitude save or be affected as if by the spell contagion. The target itself does not become diseased, and suffers no ill effects from
The subject temporarily ceases to feel the ill effects of a single ongoing affliction or condition from the following list: blinded, cursed, dazed, deafened, diseased, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, staggered, or stunned. If that
The subject temporarily ceases to feel the ill effects of a single ongoing affliction or condition from the following list: blinded, cursed, dazed, deafened, diseased, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, staggered, or stunned. If that
Created by Ghorus when he was working to create the ghorans, pinecone bomb infuses a small pinecone with power, causing it to detonate with explosive force when thrown. You throw the pinecone at a target or point within range and it detonates immediately upon landing, dealing 1d6
Created by Ghorus when he was working to create the ghorans, pinecone bomb infuses a small pinecone with power, causing it to detonate with explosive force when thrown. You throw the pinecone at a target or point within range and it detonates immediately upon landing, dealing 1d6
This spell can be cast only on a sleeping creature, which must be present for the full duration of the casting time. You grant the semblance of wakefulness to the target, allowing it to answer questions. You can ask one question/2 caster levels. The target's knowledge is limited to
This spell can be cast only on a sleeping creature, which must be present for the full duration of the casting time. You grant the semblance of wakefulness to the target, allowing it to answer questions. You can ask one question/2 caster levels. The target's knowledge is limited to
You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 2d8 points of damage + 1 point/caster level (maximum +20).
You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 2d8 points of damage + 1 point/caster level (maximum +20).
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends. Abrupt Maneuver: You
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends. Abrupt Maneuver: You
You emit an ear-splitting shriek which can be heard only by the target of this spell; all other observers merely see you screaming silently. The target suffers wracking pain from the scream, gaining the staggered condition. This spell has no effect on deaf creatures and cannot
You emit an ear-splitting shriek which can be heard only by the target of this spell; all other observers merely see you screaming silently. The target suffers wracking pain from the scream, gaining the staggered condition. This spell has no effect on deaf creatures and cannot
The target gains a +5 insight bonus on Perception checks to see through disguises. This bonus increases to +10 at caster level 7th.
The target gains a +5 insight bonus on Perception checks to see through disguises. This bonus increases to +10 at caster level 7th.
You see through magical disguises (whether illusions or polymorph effects) of the same spell level or lower. This allows you to see the true forms of creatures magically disguised by such methods. The true form appears as a ghostly overlay on the creature's disguised appearance.
You see through magical disguises (whether illusions or polymorph effects) of the same spell level or lower. This allows you to see the true forms of creatures magically disguised by such methods. The true form appears as a ghostly overlay on the creature's disguised appearance.
You call forth a melody so compelling and attractive that creatures belonging to a group with a specific, identifiable physical trait (such as type, subtype, age, gender, or hair color) find it almost impossible not to approach and follow you. You choose the nature of the creatures you
You call forth a melody so compelling and attractive that creatures belonging to a group with a specific, identifiable physical trait (such as type, subtype, age, gender, or hair color) find it almost impossible not to approach and follow you. You choose the nature of the creatures you
This spell temporarily converts even the deadliest poison affecting a creature into an intoxicating alcohol. If the subject is affected by a poison effect while under the effects of this spell, instead of the poison's normal effect, she feels intoxicated as if she'd just had a
This spell temporarily converts even the deadliest poison affecting a creature into an intoxicating alcohol. If the subject is affected by a poison effect while under the effects of this spell, instead of the poison's normal effect, she feels intoxicated as if she'd just had a
You instill the target with an intense, instinctual fear of a condition or circumstance, more powerful than the phobia lesser madness (see page 182). You can name an energy type (acid, cold, electricity, fire, or sonic), a hazard (such as an avalanche or earthquake), or a single creature of
You instill the target with an intense, instinctual fear of a condition or circumstance, more powerful than the phobia lesser madness (see page 182). You can name an energy type (acid, cold, electricity, fire, or sonic), a hazard (such as an avalanche or earthquake), or a single creature of
You select one enemy and one willing ally as targets. The enemy gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the spell ends. Both targets remain visible and audible, and can see and hear other creatures, but cannot physically
You select one enemy and one willing ally as targets. The enemy gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the spell ends. Both targets remain visible and audible, and can see and hear other creatures, but cannot physically
You instantly transfer the touched creature to a point you designate within range. This otherwise functions as the spell dimension door, except that you must have line of sight and line of effect to the target’s destination for this spell’s effects to properly function.
You instantly transfer the touched creature to a point you designate within range. This otherwise functions as the spell dimension door, except that you must have line of sight and line of effect to the target’s destination for this spell’s effects to properly function.
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling
This spell functions like phantom steed, except you can summon up to six steeds, and you divide the duration in 1-hour intervals among the steeds summoned.
This spell functions like phantom steed, except you can summon up to six steeds, and you divide the duration in 1-hour intervals among the steeds summoned.
You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored,
You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored,
This spell creates a semi-visible psychic manifestation that allows a creature to replace a missing body part or parts. This could be as simple as a missing finger or toe or as complex as one or more limbs or even a set of wings. The creature can use these ghostly appendages exactly
This spell creates a semi-visible psychic manifestation that allows a creature to replace a missing body part or parts. This could be as simple as a missing finger or toe or as complex as one or more limbs or even a set of wings. The creature can use these ghostly appendages exactly
You affect yourself and a single animal companion within 30 feet of you. Both you and the animal companion gain darkvision to 100 feet, tremorsense to 20 feet, and a 40-foot enhancement bonus to movement. Furthermore, you can track while moving at full speed without taking any
You affect yourself and a single animal companion within 30 feet of you. Both you and the animal companion gain darkvision to 100 feet, tremorsense to 20 feet, and a 40-foot enhancement bonus to movement. Furthermore, you can track while moving at full speed without taking any
You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and while animals that power a muscle-propelled vehicle driven by
You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and while animals that power a muscle-propelled vehicle driven by